[R2I] title = "转换实数为整数" description = "转换 ${Real} 为整数" comment = "舍弃小数部分." category = TC_CONV returns = integer [[.args]] type = real default = "GetUnitStateSwap" [S2I] title = "转换字符串为整数" description = "转换 ${String} 为整数" comment = "" category = TC_CONV returns = integer [[.args]] type = string default = "GetEventPlayerChatString" [I2R] title = "转换整数为实数" description = "转换 ${Integer} 为实数" comment = "" category = TC_CONV returns = real [[.args]] type = integer default = "GetUnitPointValueByType" [S2R] title = "转换字符串为实数" description = "转换 ${String} 为实数" comment = "" category = TC_CONV returns = real [[.args]] type = string default = "GetEventPlayerChatString" [Deg2Rad] title = "转换角度为弧度" description = "转换角度 ${Degrees} 为弧度" comment = "" category = TC_CONV returns = radian [[.args]] type = degree default = "0" [Rad2Deg] title = "转换弧度为角度" description = "转换弧度 ${Radians} 为角度" comment = "" category = TC_CONV returns = degree [[.args]] type = radian default = "0" [YDWEDeg2R] title = "转换角度为实数" description = "转换角度 ${Degrees} 为实数" comment = "" category = TC_CONV returns = real [[.args]] type = degree [YDWERad2R] title = "转换弧度为实数" description = "转换弧度 ${Radians} 为实数" comment = "" category = TC_CONV returns = real [[.args]] type = radian [YDWER2Deg] title = "转换实数为角度" description = "转换实数 ${Real} 为角度" comment = "" category = TC_CONV returns = degree [[.args]] type = real [YDWER2Rad] title = "转换实数为弧度" description = "转换实数 ${Real} 为弧度" comment = "" category = TC_CONV returns = radian [[.args]] type = real [I2S] title = "转换整数为字符串" description = "转换 ${Integer} 为字符串" comment = "" category = TC_CONV returns = string [[.args]] type = integer default = "GetConvertedPlayerId" [R2S] title = "转换实数为字符串" description = "转换 ${Real} 为字符串" comment = "" category = TC_CONV returns = string [[.args]] type = real default = "GetUnitStateSwap" [R2SW] title = "格式转换实数为字符串" description = "转换 ${Real} 为字符串,最小宽度: ${Width} ,小数位数: ${Precision}" comment = "如: 转换(1.234, 7, 2)后为'' 1.23''. 转换(1.234, 2, 5)后为''1.23400''." category = TC_CONV returns = string [[.args]] type = real default = "GetUnitStateSwap" [[.args]] type = integer default = "1" min = 0 [[.args]] type = integer default = "2" min = 0 [OperatorIntegerAdd] title = "加 < ﹢ > [New!]" description = "${整数} + ${整数}" comment = "" category = TC_MATH returns = integer [[.args]] type = integer [[.args]] type = integer [OperatorIntegerSubtract] title = "减 < ﹣ > [New!]" description = "${整数} - ${整数}" comment = "" category = TC_MATH returns = integer [[.args]] type = integer [[.args]] type = integer [OperatorIntegerMultiply] title = "乘 < × > [New!]" description = "${整数} × ${整数}" comment = "" category = TC_MATH returns = integer [[.args]] type = integer [[.args]] type = integer [OperatorIntegerDivide] title = "除 < ÷ > [New!]" description = "${整数} ÷ ${整数}" comment = "" category = TC_MATH returns = integer [[.args]] type = integer [[.args]] type = integer [OperatorRealAdd] title = "加 < ﹢ > [New!]" description = "${实数} + ${实数}" comment = "" category = TC_MATH returns = real [[.args]] type = real [[.args]] type = real [OperatorRealSubtract] title = "减 < ﹣ > [New!]" description = "${实数} - ${实数}" comment = "" category = TC_MATH returns = real [[.args]] type = real [[.args]] type = real [OperatorRealMultiply] title = "乘 < × > [New!]" description = "${实数} × ${实数}" comment = "" category = TC_MATH returns = real [[.args]] type = real [[.args]] type = real [OperatorRealDivide] title = "除 < ÷ > [New!]" description = "${实数} ÷ ${实数}" comment = "" category = TC_MATH returns = real [[.args]] type = real [[.args]] type = real [OperatorDegreeAdd] title = "加 < ﹢ >" description = "${角度} + ${角度}" comment = "" category = TC_MATH returns = degree [[.args]] type = degree [[.args]] type = degree [OperatorDegreeSubtract] title = "减 < ﹣ >" description = "${角度} - ${角度}" comment = "" category = TC_MATH returns = degree [[.args]] type = degree [[.args]] type = degree [OperatorDegreeMultiply] title = "乘 < × >" description = "${角度} × ${实数}" comment = "" category = TC_MATH returns = degree [[.args]] type = degree [[.args]] type = real [OperatorDegreeDivide] title = "除 < ÷ >" description = "${角度} ÷ ${实数}" comment = "" category = TC_MATH returns = degree [[.args]] type = degree [[.args]] type = real [OperatorRadianAdd] title = "加 < ﹢ >" description = "${弧度} ﹢ ${弧度}" comment = "" category = TC_MATH returns = radian [[.args]] type = radian [[.args]] type = real [OperatorRadianSubtract] title = "减 < ﹣ >" description = "${弧度} ﹣ ${弧度}" comment = "" category = TC_MATH returns = radian [[.args]] type = radian [[.args]] type = real [OperatorRadianMultiply] title = "乘 < × >" description = "${弧度} × ${实数}" comment = "" category = TC_MATH returns = radian [[.args]] type = radian [[.args]] type = real [OperatorRadianDivide] title = "除 < ÷ >" description = "${弧度} ÷ ${实数}" comment = "" category = TC_MATH returns = radian [[.args]] type = radian [[.args]] type = real [YDWEIsTriggerEventId] title = "判断触发的事件 [YDWE]" description = "当前触发的事件为 ${事件}" comment = "任意单位事件 等于 玩家单位事件,指定单位事件 等于 单位事件" category = TC_NOTHING returns = boolean [[.args]] type = eventid [YDWEGetLocalVariableBoolean] title = "局部变量" description = "local_${bl}" comment = "获取一个局部变量,参数处填入该变量的名字;局部变量仅在当前触发器下有效。" category = TC_YDLC returns = boolean [[.args]] type = string [YDWEGetLocalVariableBooleanArray] title = "局部变量数组" description = "local_${bl}[${index}]" comment = "获取一个局部变量数组,参数处填入该变量的名字和数组索引;局部变量仅在当前触发器下有效。" category = TC_YDLC returns = boolean [[.args]] type = string [[.args]] type = integer default = "1" min = 0 [YDWEGetLocalVariableInteger] title = "局部变量" description = "local_${i}" comment = "获取一个局部变量,参数处填入该变量的名字;局部变量仅在当前触发器下有效。" category = TC_YDLC returns = integer [[.args]] type = string [YDWEGetLocalVariableIntegerArray] title = "局部变量数组" description = "local_${i}[${index}]" comment = "获取一个局部变量数组,参数处填入该变量的名字和数组索引;局部变量仅在当前触发器下有效。" category = TC_YDLC returns = integer [[.args]] type = string [[.args]] type = integer default = "1" min = 0 [YDWEGetLocalVariableReal] title = "局部变量" description = "local_${R}" comment = "获取一个局部变量,参数处填入该变量的名字;局部变量仅在当前触发器下有效。" category = TC_YDLC returns = real [[.args]] type = string [YDWEGetLocalVariableRealArray] title = "局部变量数组" description = "local_${R}[${index}]" comment = "获取一个局部变量数组,参数处填入该变量的名字和数组索引;局部变量仅在当前触发器下有效。" category = TC_YDLC returns = real [[.args]] type = string [[.args]] type = integer default = "1" min = 0 [YDWEGetLocalVariableString] title = "局部变量" description = "local_${str}" comment = "获取一个局部变量,参数处填入该变量的名字;局部变量仅在当前触发器下有效。" category = TC_YDLC returns = string [[.args]] type = string [YDWEGetLocalVariableStringArray] title = "局部变量数组" description = "local_${str}[${index}]" comment = "获取一个局部变量数组,参数处填入该变量的名字和数组索引;局部变量仅在当前触发器下有效。" category = TC_YDLC returns = string [[.args]] type = string [[.args]] type = integer default = "1" min = 0 [YDWEGetLocalVariableLocation] title = "局部变量" description = "local_${point}" comment = "获取一个局部变量,参数处填入该变量的名字;局部变量仅在当前触发器下有效。" category = TC_YDLC returns = location [[.args]] type = string [YDWEGetLocalVariableLocationArray] title = "局部变量数组" description = "local_${point}[${index}]" comment = "获取一个局部变量数组,参数处填入该变量的名字和数组索引;局部变量仅在当前触发器下有效。" category = TC_YDLC returns = location [[.args]] type = string [[.args]] type = integer default = "1" min = 0 [YDWEGetLocalVariableRect] title = "局部变量" description = "local_${rt}" comment = "获取一个局部变量,参数处填入该变量的名字;局部变量仅在当前触发器下有效。" category = TC_YDLC returns = rect [[.args]] type = string [YDWEGetLocalVariableRectArray] title = "局部变量数组" description = "local_${rt}[${index}]" comment = "获取一个局部变量数组,参数处填入该变量的名字和数组索引;局部变量仅在当前触发器下有效。" category = TC_YDLC returns = rect [[.args]] type = string [[.args]] type = integer default = "1" min = 0 [YDWEGetLocalVariableUnit] title = "局部变量" description = "local_${u}" comment = "获取一个局部变量,参数处填入该变量的名字;局部变量仅在当前触发器下有效。" category = TC_YDLC returns = unit [[.args]] type = string [YDWEGetLocalVariableUnitArray] title = "局部变量数组" description = "local_${u}[${index}]" comment = "获取一个局部变量,参数处填入该变量的名字;局部变量仅在当前触发器下有效。" category = TC_YDLC returns = unit [[.args]] type = string [[.args]] type = integer default = "1" min = 0 [YDWEGetLocalVariableUnitID] title = "局部变量" description = "local_${uid}" comment = "获取一个局部变量,参数处填入该变量的名字;局部变量仅在当前触发器下有效。" category = TC_YDLC returns = unitcode [[.args]] type = string [YDWEGetLocalVariableUnitIDArray] title = "局部变量数组" description = "local_${uid}[${index}]" comment = "获取一个局部变量数组,参数处填入该变量的名字和数组索引;局部变量仅在当前触发器下有效。" category = TC_YDLC returns = unitcode [[.args]] type = string [[.args]] type = integer default = "1" min = 0 [YDWEGetLocalVariableItem] title = "局部变量" description = "local_${it}" comment = "获取一个局部变量,参数处填入该变量的名字;局部变量仅在当前触发器下有效。" category = TC_YDLC returns = item [[.args]] type = string [YDWEGetLocalVariableItemArray] title = "局部变量数组" description = "local_${it}[${index}]" comment = "获取一个局部变量数组,参数处填入该变量的名字和数组索引;局部变量仅在当前触发器下有效。" category = TC_YDLC returns = item [[.args]] type = string [[.args]] type = integer default = "1" min = 0 [YDWEGetLocalVariableItemID] title = "局部变量" description = "local_${itid}" comment = "获取一个局部变量,参数处填入该变量的名字;局部变量仅在当前触发器下有效。" category = TC_YDLC returns = itemcode [[.args]] type = string [YDWEGetLocalVariableItemIDArray] title = "局部变量数组" description = "local_${itid}[${index}]" comment = "获取一个局部变量数组,参数处填入该变量的名字和数组索引;局部变量仅在当前触发器下有效。" category = TC_YDLC returns = itemcode [[.args]] type = string [[.args]] type = integer default = "1" min = 0 [YDWEGetLocalVariableAbilityID] title = "局部变量" description = "local_${abid}" comment = "获取一个局部变量,参数处填入该变量的名字;局部变量仅在当前触发器下有效。" category = TC_YDLC returns = abilcode [[.args]] type = string [YDWEGetLocalVariableAbilityIDArray] title = "局部变量数组" description = "local_${abid}[${index}]" comment = "获取一个局部变量数组,参数处填入该变量的名字和数组索引;局部变量仅在当前触发器下有效。" category = TC_YDLC returns = abilcode [[.args]] type = string [[.args]] type = integer default = "1" min = 0 [YDWEGetLocalVariableGroup] title = "局部变量" description = "local_${g}" comment = "获取一个局部变量,参数处填入该变量的名字;局部变量仅在当前触发器下有效。" category = TC_YDLC returns = group [[.args]] type = string [YDWEGetLocalVariableGroupArray] title = "局部变量数组" description = "local_${g}[${index}]" comment = "获取一个局部变量数组,参数处填入该变量的名字和数组索引;局部变量仅在当前触发器下有效。" category = TC_YDLC returns = group [[.args]] type = string [[.args]] type = integer default = "1" min = 0 [YDWEGetLocalVariableEffect] title = "局部变量" description = "local_${e}" comment = "获取一个局部变量,参数处填入该变量的名字;局部变量仅在当前触发器下有效。" category = TC_YDLC returns = effect [[.args]] type = string [YDWEGetLocalVariableEffectArray] title = "局部变量数组" description = "local_${e}[${index}]" comment = "获取一个局部变量数组,参数处填入该变量的名字和数组索引;局部变量仅在当前触发器下有效。" category = TC_YDLC returns = effect [[.args]] type = string [[.args]] type = integer default = "1" min = 0 [YDWEGetBooleanByInteger] title = "获取 真值 (整数路径)" description = "从存储目录-> ${整数},标签-> ${整数} 上获取真值" comment = "通过输入的路径,系统会根据当前魔兽版本从缓存或HashTable上获取真值数据。" category = TC_YDLD returns = boolean [[.args]] type = integer [[.args]] type = integer [YDWEGetBooleanByString] title = "获取 真值 (字符串路径)" description = "从存储目录-> ${字符串},标签-> ${字符串} 上获取真值" comment = "通过输入的路径,系统会根据当前魔兽版本从缓存或HashTable上获取真值数据。" category = TC_YDLD returns = boolean [[.args]] type = string [[.args]] type = string [YDWEGetIntegerByInteger] title = "获取 整数 (整数路径)" description = "从存储目录-> ${整数},标签-> ${整数} 上获取整数" comment = "通过输入的路径,系统会根据当前魔兽版本从缓存或HashTable上获取整数数据。" category = TC_YDLD returns = integer [[.args]] type = integer [[.args]] type = integer [YDWEGetIntegerByString] title = "获取 整数 (字符串路径)" description = "从存储目录-> ${字符串},标签-> ${字符串} 上获取整数" comment = "通过输入的路径,系统会根据当前魔兽版本从缓存或HashTable上获取整数数据。" category = TC_YDLD returns = integer [[.args]] type = string [[.args]] type = string [YDWEGetRealByInteger] title = "获取 实数 (整数路径)" description = "从存储目录-> ${整数},标签-> ${整数} 上获取实数" comment = "通过输入的路径,系统会根据当前魔兽版本从缓存或HashTable上获取实数数据。" category = TC_YDLD returns = real [[.args]] type = integer min = 0 [[.args]] type = integer min = 0 [YDWEGetRealByString] title = "获取 实数 (字符串路径)" description = "从存储目录-> ${字符串},标签-> ${字符串} 上获取实数" comment = "通过输入的路径,系统会根据当前魔兽版本从缓存或HashTable上获取实数数据。" category = TC_YDLD returns = real [[.args]] type = string [[.args]] type = string [YDWEGetStringByInteger] title = "获取 字符串 (整数路径)" description = "从存储目录-> ${整数},标签-> ${整数} 上获取字符串" comment = "通过输入的路径,系统会根据当前魔兽版本从缓存或HashTable上获取字符串数据。" category = TC_YDLD returns = string [[.args]] type = integer [[.args]] type = integer [YDWEGetStringByString] title = "获取 字符串 (字符串路径)" description = "从存储目录-> ${字符串},标签-> ${字符串} 上获取字符串" comment = "通过输入的路径,系统会根据当前魔兽版本从缓存或HashTable上获取字符串数据。" category = TC_YDLD returns = string [[.args]] type = string [[.args]] type = string [YDWEGetLocationByInteger] title = "获取 点 (整数路径)" description = "从存储目录-> ${整数},标签-> ${整数} 上获取点" comment = "通过输入的路径,系统会根据当前魔兽版本从缓存或HashTable上获取点数据。" category = TC_YDLD returns = location [[.args]] type = integer min = 0 [[.args]] type = integer min = 0 [YDWEGetLocationByString] title = "获取 点 (字符串路径)" description = "从存储目录-> ${字符串},标签-> ${字符串} 上获取点" comment = "通过输入的路径,系统会根据当前魔兽版本从缓存或HashTable上获取点数据。" category = TC_YDLD returns = location [[.args]] type = string [[.args]] type = string [YDWEGetRegionByInteger] title = "获取 区域 (整数路径)" description = "从存储目录-> ${整数},标签-> ${整数} 上获取区域" comment = "通过输入的路径,系统会根据当前魔兽版本从缓存或HashTable上获取区域数据。" category = TC_YDLD returns = region [[.args]] type = integer min = 0 [[.args]] type = integer min = 0 [YDWEGetRegionByString] title = "获取 区域 (字符串路径)" description = "从存储目录-> ${字符串},标签-> ${字符串} 上获取区域" comment = "通过输入的路径,系统会根据当前魔兽版本从缓存或HashTable上获取区域数据。" category = TC_YDLD returns = region [[.args]] type = string [[.args]] type = string [YDWEGetRectByInteger] title = "获取 地区 (整数路径)" description = "从存储目录-> ${整数},标签-> ${整数} 上获取地区" comment = "通过输入的路径,系统会根据当前魔兽版本从缓存或HashTable上获取地区数据。" category = TC_YDLD returns = rect [[.args]] type = integer min = 0 [[.args]] type = integer min = 0 [YDWEGetRectByString] title = "获取 区域 (字符串路径)" description = "从存储目录-> ${字符串},标签-> ${字符串} 上获取地区" comment = "通过输入的路径,系统会根据当前魔兽版本从缓存或HashTable上获取地区数据。" category = TC_YDLD returns = rect [[.args]] type = string [[.args]] type = string [YDWEGetUnitByInteger] title = "获取 单位 (整数路径)" description = "从存储目录-> ${整数},标签-> ${整数} 上获取单位" comment = "通过输入的路径,系统会根据当前魔兽版本从缓存或HashTable上获取单位数据。" category = TC_YDLD returns = unit [[.args]] type = integer min = 0 [[.args]] type = integer min = 0 [YDWEGetUnitByString] title = "获取 单位 (字符串路径)" description = "从存储目录-> ${字符串},标签-> ${字符串} 上获取单位" comment = "通过输入的路径,系统会根据当前魔兽版本从缓存或HashTable上获取单位数据。" category = TC_YDLD returns = unit [[.args]] type = string [[.args]] type = string [YDWEGetUnitIDByInteger] title = "获取 单位类型 (整数路径)" description = "从存储目录-> ${整数},标签-> ${整数} 上获取单位类型" comment = "通过输入的路径,系统会根据当前魔兽版本从缓存或HashTable上获取单位类型数据。" category = TC_YDLD returns = unitcode [[.args]] type = integer min = 0 [[.args]] type = integer min = 0 [YDWEGetUnitIDByString] title = "获取 单位类型 (字符串路径)" description = "从存储目录-> ${字符串},标签-> ${字符串} 上获取单位类型" comment = "通过输入的路径,系统会根据当前魔兽版本从缓存或HashTable上获取单位类型数据。" category = TC_YDLD returns = unitcode [[.args]] type = string [[.args]] type = string [YDWEGetDestructableByInteger] title = "获取 可破坏物 (整数路径)" description = "从存储目录-> ${整数},标签-> ${整数} 上获取可破坏物" comment = "通过输入的路径,系统会根据当前魔兽版本从缓存或HashTable上获取可破坏物数据。" category = TC_YDLD returns = destructable [[.args]] type = integer min = 0 max = 1 [[.args]] type = integer min = 0 max = 1 [YDWEGetDestructableByString] title = "获取 可破坏物 (字符串路径)" description = "从存储目录-> ${字符串},标签-> ${字符串} 上获取可破坏物" comment = "通过输入的路径,系统会根据当前魔兽版本从缓存或HashTable上获取可破坏物数据。" category = TC_YDLD returns = destructable [[.args]] type = string [[.args]] type = string [YDWEGetItemByInteger] title = "获取 物品 (整数路径)" description = "从存储目录-> ${整数},标签-> ${整数} 上获取物品" comment = "通过输入的路径,系统会根据当前魔兽版本从缓存或HashTable上获取物品数据。" category = TC_YDLD returns = item [[.args]] type = integer min = 0 [[.args]] type = integer min = 0 [YDWEGetItemByString] title = "获取 物品 (字符串路径)" description = "从存储目录-> ${字符串},标签-> ${字符串} 上获取物品" comment = "通过输入的路径,系统会根据当前魔兽版本从缓存或HashTable上获取物品数据。" category = TC_YDLD returns = item [[.args]] type = string [[.args]] type = string [YDWEGetItemIDByInteger] title = "获取 物品类型 (整数路径)" description = "从存储目录-> ${整数},标签-> ${整数} 上获取物品类型" comment = "通过输入的路径,系统会根据当前魔兽版本从缓存或HashTable上获取物品类型数据。" category = TC_YDLD returns = itemcode [[.args]] type = integer min = 0 [[.args]] type = integer min = 0 [YDWEGetItemIDByString] title = "获取 物品类型 (字符串路径)" description = "从存储目录-> ${字符串},标签-> ${字符串} 上获取物品类型" comment = "通过输入的路径,系统会根据当前魔兽版本从缓存或HashTable上获取物品类型数据。" category = TC_YDLD returns = itemcode [[.args]] type = string [[.args]] type = string [YDWEGetAbilityIDByInteger] title = "获取 技能 (整数路径)" description = "从存储目录-> ${整数},标签-> ${整数} 上获取技能" comment = "通过输入的路径,系统会根据当前魔兽版本从缓存或HashTable上获取技能数据。" category = TC_YDLD returns = abilcode [[.args]] type = integer min = 0 [[.args]] type = integer min = 0 [YDWEGetAbilityIDByString] title = "获取 技能 (字符串路径)" description = "从存储目录-> ${字符串},标签-> ${字符串} 上获取技能" comment = "通过输入的路径,系统会根据当前魔兽版本从缓存或HashTable上获取技能数据。" category = TC_YDLD returns = abilcode [[.args]] type = string [[.args]] type = string [YDWEGetPlayerByInteger] title = "获取 玩家 (整数路径)" description = "从存储目录-> ${整数},标签-> ${整数} 上获取玩家" comment = "通过输入的路径,系统会根据当前魔兽版本从缓存或HashTable上获取玩家数据。" category = TC_YDLD returns = player [[.args]] type = integer min = 0 [[.args]] type = integer min = 0 [YDWEGetPlayerByString] title = "获取 玩家 (字符串路径)" description = "从存储目录-> ${字符串},标签-> ${字符串} 上获取玩家" comment = "通过输入的路径,系统会根据当前魔兽版本从缓存或HashTable上获取玩家数据。" category = TC_YDLD returns = player [[.args]] type = string [[.args]] type = string [YDWEGetGroupByInteger] title = "获取 单位组 (整数路径)" description = "从存储目录-> ${整数},标签-> ${整数} 上获取单位组" comment = "通过输入的路径,系统会根据当前魔兽版本从缓存或HashTable上获取单位组数据。" category = TC_YDLD returns = group [[.args]] type = integer min = 0 [[.args]] type = integer min = 0 [YDWEGetGroupByString] title = "获取 单位组 (字符串路径)" description = "从存储目录-> ${字符串},标签-> ${字符串} 上获取单位组" comment = "通过输入的路径,系统会根据当前魔兽版本从缓存或HashTable上获取单位组数据。" category = TC_YDLD returns = group [[.args]] type = string [[.args]] type = string [YDWEGetForceByInteger] title = "获取 势力 (整数路径)" description = "从存储目录-> ${整数},标签-> ${整数} 上获取势力" comment = "通过输入的路径,系统会根据当前魔兽版本从缓存或HashTable上获取势力数据。" category = TC_YDLD returns = force [[.args]] type = integer min = 0 [[.args]] type = integer min = 0 [YDWEGetForceByString] title = "获取 势力 (字符串路径)" description = "从存储目录-> ${字符串},标签-> ${字符串} 上获取势力" comment = "通过输入的路径,系统会根据当前魔兽版本从缓存或HashTable上获取势力数据。" category = TC_YDLD returns = force [[.args]] type = string [[.args]] type = string [YDWEGetTriggerConditionByInteger] title = "获取 触发器条件 (整数路径)" description = "从存储目录-> ${整数},标签-> ${整数} 上获取触发器条件" comment = "通过输入的路径,系统会根据当前魔兽版本从缓存或HashTable上获取触发器条件数据。" category = TC_YDLD returns = triggercondition [[.args]] type = integer min = 0 [[.args]] type = integer min = 0 [YDWEGetTriggerConditionByString] title = "获取 触发器条件 (字符串路径)" description = "从存储目录-> ${字符串},标签-> ${字符串} 上获取触发器条件" comment = "通过输入的路径,系统会根据当前魔兽版本从缓存或HashTable上获取触发器条件数据。" category = TC_YDLD returns = triggercondition [[.args]] type = string [[.args]] type = string [YDWEGetTriggerActionByInteger] title = "获取 触发器动作 (整数路径)" description = "从存储目录-> ${整数},标签-> ${整数} 上获取触发器动作" comment = "通过输入的路径,系统会根据当前魔兽版本从缓存或HashTable上获取触发器动作数据。" category = TC_YDLD returns = triggeraction [[.args]] type = integer min = 0 [[.args]] type = integer min = 0 [YDWEGetTriggerActionByString] title = "获取 触发器动作 (字符串路径)" description = "从存储目录-> ${字符串},标签-> ${字符串} 上获取触发器动作" comment = "通过输入的路径,系统会根据当前魔兽版本从缓存或HashTable上获取触发器动作数据。" category = TC_YDLD returns = triggeraction [[.args]] type = string [[.args]] type = string [YDWEGetTriggerEventByInteger] title = "获取 事件 (整数路径)" description = "从存储目录-> ${整数},标签-> ${整数} 上获取事件" comment = "通过输入的路径,系统会根据当前魔兽版本从缓存或HashTable上获取事件数据。" category = TC_YDLD returns = event [[.args]] type = integer min = 0 [[.args]] type = integer min = 0 [YDWEGetTriggerEventByString] title = "获取 事件 (字符串路径)" description = "从存储目录-> ${字符串},标签-> ${字符串} 上获取事件" comment = "通过输入的路径,系统会根据当前魔兽版本从缓存或HashTable上获取事件数据。" category = TC_YDLD returns = event [[.args]] type = string [[.args]] type = string [YDWEGetBoolexprByInteger] title = "获取 布尔表达式 (整数路径)" description = "从存储目录-> ${整数},标签-> ${整数} 上获取布尔表达式" comment = "通过输入的路径,系统会根据当前魔兽版本从缓存或HashTable上获取布尔表达式数据。" category = TC_YDLD returns = boolexpr [[.args]] type = integer min = 0 [[.args]] type = integer min = 0 [YDWEGetBoolexprByString] title = "获取 布尔表达式 (字符串路径)" description = "从存储目录-> ${字符串},标签-> ${字符串} 上获取布尔表达式" comment = "通过输入的路径,系统会根据当前魔兽版本从缓存或HashTable上获取布尔表达式数据。" category = TC_YDLD returns = boolexpr [[.args]] type = string [[.args]] type = string [YDWEGetTriggerByInteger] title = "获取 触发器 (整数路径)" description = "从存储目录-> ${整数},标签-> ${整数} 上获取触发器" comment = "通过输入的路径,系统会根据当前魔兽版本从缓存或HashTable上获取触发器数据。" category = TC_YDLD returns = trigger [[.args]] type = integer min = 0 [[.args]] type = integer min = 0 [YDWEGetTriggerByString] title = "获取 触发器 (字符串路径)" description = "从存储目录-> ${字符串},标签-> ${字符串} 上获取触发器" comment = "通过输入的路径,系统会根据当前魔兽版本从缓存或HashTable上获取触发器数据。" category = TC_YDLD returns = trigger [[.args]] type = string [[.args]] type = string [YDWEGetEffectByInteger] title = "获取 特效 (整数路径)" description = "从存储目录-> ${整数},标签-> ${整数} 上获取特效" comment = "通过输入的路径,系统会根据当前魔兽版本从缓存或HashTable上获取特效数据。" category = TC_YDLD returns = effect [[.args]] type = integer [[.args]] type = integer [YDWEGetEffectByString] title = "获取 特效 (字符串路径)" description = "从存储目录-> ${字符串},标签-> ${字符串} 上获取特效" comment = "通过输入的路径,系统会根据当前魔兽版本从缓存或HashTable上获取特效数据。" category = TC_YDLD returns = effect [[.args]] type = string [[.args]] type = string [YDWEGetLightningByInteger] title = "获取 闪电 (整数路径)" description = "从存储目录-> ${整数},标签-> ${整数} 上获取闪电" comment = "通过输入的路径,系统会根据当前魔兽版本从缓存或HashTable上获取闪电数据。" category = TC_YDLD returns = lightning [[.args]] type = integer min = 0 [[.args]] type = integer min = 0 [YDWEGetLightningByString] title = "获取 闪电 (字符串路径)" description = "从存储目录-> ${字符串},标签-> ${字符串} 上获取闪电" comment = "通过输入的路径,系统会根据当前魔兽版本从缓存或HashTable上获取闪电数据。" category = TC_YDLD returns = lightning [[.args]] type = string [[.args]] type = string [YDWEGetSoundByInteger] title = "获取 音效 (整数路径)" description = "从存储目录-> ${整数},标签-> ${整数} 上获取音效" comment = "通过输入的路径,系统会根据当前魔兽版本从缓存或HashTable上获取音效数据。" category = TC_YDLD returns = sound [[.args]] type = integer min = 0 [[.args]] type = integer min = 0 [YDWEGetSoundByString] title = "获取 音效 (字符串路径)" description = "从存储目录-> ${字符串},标签-> ${字符串} 上获取音效" comment = "通过输入的路径,系统会根据当前魔兽版本从缓存或HashTable上获取音效数据。" category = TC_YDLD returns = sound [[.args]] type = string [[.args]] type = string [YDWEGetQuestByInteger] title = "获取 任务 (整数路径)" description = "从存储目录-> ${整数},标签-> ${整数} 上获取任务" comment = "通过输入的路径,系统会根据当前魔兽版本从缓存或HashTable上获取任务数据。" category = TC_YDLD returns = quest [[.args]] type = integer min = 0 [[.args]] type = integer min = 0 [YDWEGetQuestByString] title = "获取 任务 (字符串路径)" description = "从存储目录-> ${字符串},标签-> ${字符串} 上获取任务" comment = "通过输入的路径,系统会根据当前魔兽版本从缓存或HashTable上获取任务数据。" category = TC_YDLD returns = quest [[.args]] type = string [[.args]] type = string [YDWEGetQuestItemByInteger] title = "获取 任务目标项 (整数路径)" description = "从存储目录-> ${整数},标签-> ${整数} 上获取任务目标项" comment = "通过输入的路径,系统会根据当前魔兽版本从缓存或HashTable上获取任务目标项数据。" category = TC_YDLD returns = questitem [[.args]] type = integer min = 0 [[.args]] type = integer min = 0 [YDWEGetQuestItemByString] title = "获取 任务目标项 (字符串路径)" description = "从存储目录-> ${字符串},标签-> ${字符串} 上获取任务目标项" comment = "通过输入的路径,系统会根据当前魔兽版本从缓存或HashTable上获取任务目标项数据。" category = TC_YDLD returns = questitem [[.args]] type = string [[.args]] type = string [YDWEGetDialogByInteger] title = "获取 对话框 (整数路径)" description = "从存储目录-> ${整数},标签-> ${整数} 上获取对话框" comment = "通过输入的路径,系统会根据当前魔兽版本从缓存或HashTable上获取对话框数据。" category = TC_YDLD returns = dialog [[.args]] type = integer min = 0 [[.args]] type = integer min = 0 [YDWEGetDialogByString] title = "获取 对话框 (字符串路径)" description = "从存储目录-> ${字符串},标签-> ${字符串} 上获取对话框" comment = "通过输入的路径,系统会根据当前魔兽版本从缓存或HashTable上获取对话框数据。" category = TC_YDLD returns = dialog [[.args]] type = string [[.args]] type = string [YDWEGetButtonByInteger] title = "获取 对话框按钮 (整数路径)" description = "从存储目录-> ${整数},标签-> ${整数} 上获取对话框按钮" comment = "通过输入的路径,系统会根据当前魔兽版本从缓存或HashTable上获取对话框按钮数据。" category = TC_YDLD returns = button [[.args]] type = integer min = 0 [[.args]] type = integer min = 0 [YDWEGetButtonByString] title = "获取 对话框按钮 (字符串路径)" description = "从存储目录-> ${字符串},标签-> ${字符串} 上获取对话框按钮" comment = "通过输入的路径,系统会根据当前魔兽版本从缓存或HashTable上获取对话框按钮数据。" category = TC_YDLD returns = button [[.args]] type = string [[.args]] type = string [YDWEGetLeaderboardByInteger] title = "获取 排行榜 (整数路径)" description = "从存储目录-> ${整数},标签-> ${整数} 上获取排行榜" comment = "通过输入的路径,系统会根据当前魔兽版本从缓存或HashTable上获取排行榜数据。" category = TC_YDLD returns = leaderboard [[.args]] type = integer min = 0 [[.args]] type = integer min = 0 [YDWEGetLeaderboardByString] title = "获取 排行榜 (字符串路径)" description = "从存储目录-> ${字符串},标签-> ${字符串} 上获取排行榜" comment = "通过输入的路径,系统会根据当前魔兽版本从缓存或HashTable上获取排行榜数据。" category = TC_YDLD returns = leaderboard [[.args]] type = string [[.args]] type = string [YDWEGetMultiBoardByInteger] title = "获取 多面板 (整数路径)" description = "从存储目录-> ${整数},标签-> ${整数} 上获取多面板" comment = "通过输入的路径,系统会根据当前魔兽版本从缓存或HashTable上获取多面板数据。" category = TC_YDLD returns = multiboard [[.args]] type = integer [[.args]] type = integer [YDWEGetMultiBoardByString] title = "获取 多面板 (字符串路径)" description = "从存储目录-> ${字符串},标签-> ${字符串} 上获取多面板" comment = "通过输入的路径,系统会根据当前魔兽版本从缓存或HashTable上获取多面板数据。" category = TC_YDLD returns = multiboard [[.args]] type = string [[.args]] type = string [YDWEGetMultiBoardItemByInteger] title = "获取 多面板项目 (整数路径)" description = "从存储目录-> ${整数},标签-> ${整数} 上获取多面板项目" comment = "通过输入的路径,系统会根据当前魔兽版本从缓存或HashTable上获取多面板项目数据。" category = TC_YDLD returns = multiboarditem [[.args]] type = integer [[.args]] type = integer [YDWEGetMultiBoardItemByString] title = "获取 多面板项目 (字符串路径)" description = "从存储目录-> ${字符串},标签-> ${字符串} 上获取多面板项目" comment = "通过输入的路径,系统会根据当前魔兽版本从缓存或HashTable上获取多面板项目数据。" category = TC_YDLD returns = multiboarditem [[.args]] type = string [[.args]] type = string [YDWEGetTimerByInteger] title = "获取 计时器 (整数路径)" description = "从存储目录-> ${整数},标签-> ${整数} 上获取计时器" comment = "通过输入的路径,系统会根据当前魔兽版本从缓存或HashTable上获取计时器数据。" category = TC_YDLD returns = timer [[.args]] type = integer min = 0 [[.args]] type = integer min = 0 [YDWEGetTimerByString] title = "获取 计时器 (字符串路径)" description = "从存储目录-> ${字符串},标签-> ${字符串} 上获取计时器" comment = "通过输入的路径,系统会根据当前魔兽版本从缓存或HashTable上获取计时器数据。" category = TC_YDLD returns = timer [[.args]] type = string [[.args]] type = string [YDWEGetTimerDialogByInteger] title = "获取 计时器窗口 (整数路径)" description = "从存储目录-> ${整数},标签-> ${整数} 上获取计时器窗口" comment = "通过输入的路径,系统会根据当前魔兽版本从缓存或HashTable上获取计时器窗口数据。" category = TC_YDLD returns = timerdialog [[.args]] type = integer min = 0 [[.args]] type = integer min = 0 [YDWEGetTimerDialogByString] title = "获取 计时器窗口 (字符串路径)" description = "从存储目录-> ${字符串},标签-> ${字符串} 上获取计时器窗口" comment = "通过输入的路径,系统会根据当前魔兽版本从缓存或HashTable上获取计时器窗口数据。" category = TC_YDLD returns = timerdialog [[.args]] type = string [[.args]] type = string [YDWEGetTrackableByInteger] title = "获取 可追踪物 (整数路径)" description = "从存储目录-> ${整数},标签-> ${整数} 上获取可追踪物" comment = "通过输入的路径,系统会根据当前魔兽版本从缓存或HashTable上获取可追踪物数据。" category = TC_YDLD returns = trackable [[.args]] type = integer min = 0 [[.args]] type = integer min = 0 [YDWEGetTrackableByString] title = "获取 可追踪物 (字符串路径)" description = "从存储目录-> ${字符串},标签-> ${字符串} 上获取可追踪物" comment = "通过输入的路径,系统会根据当前魔兽版本从缓存或HashTable上获取可追踪物数据。" category = TC_YDLD returns = trackable [[.args]] type = string [[.args]] type = string [YDWEGetTextTagByInteger] title = "获取 漂浮文字 (整数路径)" description = "从存储目录-> ${整数},标签-> ${整数} 上获取漂浮文字" comment = "通过输入的路径,系统会根据当前魔兽版本从缓存或HashTable上获取漂浮文字数据。" category = TC_YDLD returns = texttag [[.args]] type = integer min = 0 [[.args]] type = integer min = 0 [YDWEGetTextTagByString] title = "获取 漂浮文字 (字符串路径)" description = "从存储目录-> ${字符串},标签-> ${字符串} 上获取漂浮文字" comment = "通过输入的路径,系统会根据当前魔兽版本从缓存或HashTable上获取漂浮文字数据。" category = TC_YDLD returns = texttag [[.args]] type = string [[.args]] type = string [YDWEIsItemSwitch] title = "单位切换背包[YDWE]" description = "${单位} 正在切换背包" comment = "判断单位是否在切换背包,避免单位切换背包时触发获得和掉落物品事件。" category = TC_YDST returns = boolean [[.args]] type = unit default = "GetTriggerUnit" [YDWE_TP_GetExpiredTimerIndex] title = "新中心计时器-获取当前到期计时器运行索引" description = "获取当前到期计时器运行索引" comment = "当中心计时器运行某个触发器时,会生成一个运行索引;可以通过本条API来获取当前到期的计时器运行索引。" category = TC_YDST returns = integer [YDWE_TP_NewTimerPeriodic] title = "新中心计时器-开启新的运行索引" description = "开启中心计时器一个新的运行索引,时间间隔为 ${时间} 秒,是否循环 ${真值},运行触发器 ${触发器}" comment = "当中心计时器运行某个触发器时,会生成一个运行索引;本条API会按设置的参数来运行触发器,并返回一个运行索引。" category = TC_YDST returns = integer [[.args]] type = real default = "0.03" min = 0.01 [[.args]] type = boolean default = "true" [[.args]] type = trigger default = "GetTriggeringTrigger" [YDWEGeneralBounsSystemUnitGetBonus] title = "万能属性系统-获取属性<茄子制作>" description = "获取 ${单位} 附加 ${属性}" comment = "" category = TC_YDST returns = integer [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = bonusType default = "bonusTypeA" [YDWE_TP_GetElapsedTime] title = "获取中心计时器逝去时间" description = "获取运行索引为 ${计时器运行索引} 的计时器逝去时间" comment = "" category = TC_YDST returns = real [[.args]] type = integer [YDWE_TP_GetRemainingTime] title = "获取中心计时器剩余时间" description = "获取运行索引为 ${计时器运行索引} 的计时器剩余时间" comment = "" category = TC_YDST returns = real [[.args]] type = integer [YDWE_TP_GetTimeout] title = "获取中心计时器刷新周期" description = "获取运行索引为 ${计时器运行索引} 的计时器刷新周期" comment = "" category = TC_YDST returns = real [[.args]] type = integer [" "] title = "自定义代码 [C]" description = "代码: ${Jass代码}" comment = "输入一行Jass代码" category = TC_NOTHING returns = boolean [[.args]] type = scriptcode [StringLength] title = "字符串长度" description = "${String}的长度" comment = "" category = TC_NOTHING returns = integer [[.args]] type = string default = "GetEventPlayerChatString" [" "] title = "其它格式整数 [R]" description = "其它格式整数: ${整数}" comment = "可以在这使用如0x1ab3和'A001'之类的整数形式,或是直接写算术表达式. " category = TC_NOTHING returns = integer [[.args]] type = scriptcode [" "] title = "自定义代码 [C]" description = "代码: ${Jass代码}" comment = "输入一行Jass代码" category = TC_NOTHING returns = real [[.args]] type = scriptcode [GetLocationX] title = "点的X轴坐标" description = "${点} 的X轴坐标" comment = "" category = TC_NOTHING returns = real [[.args]] type = location [GetLocationY] title = "点的Y轴坐标" description = "${点} 的Y轴坐标" comment = "" category = TC_NOTHING returns = real [[.args]] type = location [GetLocationZ] title = "点的Z轴高度 [R]" description = "${点} 的Z轴高度" comment = "" category = TC_NOTHING returns = real [[.args]] type = location [OperatorString] title = "连接字符串 Lv2" description = "${字符串1} + ${字符串2}" comment = "" category = TC_NOTHING returns = string [[.args]] type = string default = null [[.args]] type = string default = null [YDWEOperatorString3] title = "连接字符串 Lv3 [New!]" description = "${字符串1} + ${字符串2} + ${字符串3}" comment = "" category = TC_NOTHING returns = string [[.args]] type = string default = null [[.args]] type = string default = null [[.args]] type = string default = null [" "] title = "自定义代码 [C]" description = "代码: ${Jass代码}" comment = "输入一行Jass代码" category = TC_NOTHING returns = string [[.args]] type = scriptcode [GetObjectName] title = "物体名称 [C]" description = "${物体ID} 的名称" comment = "如'A01Z',物体编辑器中物体的名字" category = TC_NOTHING returns = string [[.args]] type = scriptcode [SubStringBJ] title = "截取字符串" description = "截取 ${字符串} 的 ${Start} - ${End} 字节部分" comment = "例: 截取''Grunts stink''的2 - 4字节部分 = ''run''." category = TC_NOTHING returns = string [[.args]] type = string [[.args]] type = integer default = "1" [[.args]] type = integer default = "5" [SubString] title = "截取字符串 [R]" description = "截取 ${字符串} 的 ${Start} - ${End} 字节部分(不包括首字节)" comment = "例: 截取''Grunts stink''的2 - 4字节部分 = ''un''." category = TC_NOTHING returns = string [[.args]] type = string [[.args]] type = integer default = "1" [[.args]] type = integer default = "5" [GetRectCenter] title = "矩形区域中心" description = "${矩形区域} 的中心点" comment = "会创建点." category = TC_NOTHING returns = location [[.args]] type = rect default = "GetPlayableMapRect" [GetRandomLocInRect] title = "矩形区域内随机点" description = "${矩形区域} 内的随机点" comment = "会创建点." category = TC_NOTHING returns = location [[.args]] type = rect default = "GetPlayableMapRect" [" "] title = "自定义代码 [C]" description = "代码: ${Jass代码}" comment = "输入一行Jass代码" category = TC_NOTHING returns = location [[.args]] type = scriptcode [OffsetLocation] title = "坐标位移点" description = "${指定点} 坐标位移 (${X}, ${Y})处" comment = "会创建点." category = TC_NOTHING returns = location [[.args]] type = location [[.args]] type = real default = "0" [[.args]] type = real default = "0" [PolarProjectionBJ] title = "极坐标位移点" description = "从 ${指定点} 开始,距离 ${Distance} ,方向为 ${Angle} 度的位移处" comment = "会创建点." category = TC_NOTHING returns = location [[.args]] type = location [[.args]] type = real default = "256" [[.args]] type = degree default = "0" [GetCurrentCameraBoundsMapRectBJ] title = "当前可用镜头范围" description = "当前可用镜头范围" comment = "会创建矩形区域. 注意:该函数对各玩家返回值不同,请确定你知道自己在做什么,否则很容易引起掉线." category = TC_NOTHING returns = rect [GetCameraBoundsMapRect] title = "初始可用镜头范围" description = "初始可用镜头范围" comment = "在地图编辑器的地图属性中设置." category = TC_NOTHING returns = rect [GetPlayableMapRect] title = "可用地图区域" description = "可用地图区域" comment = "在地图编辑器的地图属性中设置." category = TC_NOTHING returns = rect [GetEntireMapRect] title = "完整地图区域" description = "完整地图区域" comment = "在地图编辑器的地图属性中设置. 会创建矩形区域." script_name = GetWorldBounds category = TC_NOTHING returns = rect [YDWEGetRect] title = "新建矩形区域(指定中心坐标)[YDWE]" description = "以坐标(${x},${y})为中心,创建长${实数},宽${实数}的矩形区域。" comment = "会创建矩形区域" category = TC_NOTHING returns = rect [[.args]] type = real default = "0" [[.args]] type = real default = "0" [[.args]] type = real default = "100" min = 0 [[.args]] type = real default = "50" min = 0 [OffsetRectBJ] title = "位移创建矩形区域" description = "与 ${矩形区域} 位移 (${X}, ${Y}) 坐标之后等价的矩形区域" comment = "会创建矩形区域." category = TC_NOTHING returns = rect [[.args]] type = rect [[.args]] type = real default = "0" [[.args]] type = real default = "0" [RectFromCenterSizeBJ] title = "新建矩形区域(指定中心点)" description = "以 ${指定点} 为中心,宽 ${数值} ,高 ${数值} 的矩形区域" comment = "会创建矩形区域." category = TC_NOTHING returns = rect [[.args]] type = location [[.args]] type = real [[.args]] type = real [Rect] title = "新建矩形区域(指定边角坐标)" description = "左下角为(${X1}, ${Y1}),右上角为(${X2}, ${Y2})的矩形区域" comment = "会创建矩形区域." category = TC_NOTHING returns = rect [[.args]] type = real default = "0" [[.args]] type = real default = "0" [[.args]] type = real default = "0" [[.args]] type = real default = "0" [RectFromLoc] title = "新建矩形区域(指定边角点)" description = "左下角为 ${点1} ,右上角为 ${点2} 的矩形区域" comment = "会创建矩形区域." category = TC_NOTHING returns = rect [[.args]] type = location default = "Location" [[.args]] type = location default = "Location" [CreateUnit] title = "新建单位(指定坐标) [R]" description = "新建 ${玩家} 的 ${单位} 在(${X},${Y}),面向角度:${Face} 度" comment = "在坐标创建单位,不能被'最后创建的单位'获得。" category = TC_NOTHING returns = unit [[.args]] type = player default = "Player00" [[.args]] type = unitcode default = "hfoo" [[.args]] type = real default = "0" [[.args]] type = real default = "0" [[.args]] type = degree default = "0" [CreateUnitAtLoc] title = "新建单位(指定点) [R]" description = "新建 ${玩家} 的 ${单位} 在 ${点} 面向角度:${Face} 度" comment = "" category = TC_NOTHING returns = unit [[.args]] type = player default = "Player00" [[.args]] type = unitcode default = "hfoo" [[.args]] type = location [[.args]] type = degree default = "0" [CreateCorpse] title = "新建尸体 [R]" description = "新建 ${玩家} 的 ${单位} 的尸体在(${X},${Y}),面向角度:${Face} 度" comment = "" category = TC_NOTHING returns = unit [[.args]] type = player default = "Player00" [[.args]] type = unitcode default = "hfoo" [[.args]] type = real default = "0" [[.args]] type = real default = "0" [[.args]] type = degree default = "0" [CreateBlightedGoldmine] title = "新建不死族金矿 [R]" description = "新建 ${玩家} 的不死族金矿在(${X},${Y}),面向角度:${Face} 度" comment = "" category = TC_NOTHING returns = unit [[.args]] type = player default = "Player00" [[.args]] type = real default = "0" [[.args]] type = real default = "0" [[.args]] type = degree default = "0" [GetEnumUnit] title = "选取单位" description = "选取单位" comment = "使用'选取单位做动作'时, 指代相应的单位." category = TC_NOTHING returns = unit [GetFilterUnit] title = "匹配单位" description = "匹配单位" comment = "在'选取单位满足条件'之类功能的条件中,指代被判断单位." category = TC_NOTHING returns = unit [FirstOfGroup] title = "单位组中第一个单位" description = "${单位组} 中第一个单位" category = TC_NOTHING returns = unit [[.args]] type = group [" "] title = "自定义代码 [C]" description = "代码: ${Jass代码}" comment = "输入一行Jass代码" category = TC_NOTHING returns = unit [[.args]] type = scriptcode [GroupPickRandomUnit] title = "单位组中随机单位" description = "${单位组} 中随机选取的一个单位" comment = "" category = TC_NOTHING returns = unit [[.args]] type = group [CreateUnitPool] title = "新建单位池 [R]" description = "新建的空单位池" comment = "会创建单位池。" category = TC_NOTHING use_in_event = 0 returns = unitpool [GetUnitTypeId] title = "指定单位的类型" description = "${单位} 的类型" comment = "" category = TC_NOTHING returns = unitcode [[.args]] type = unit default = "GetTriggerUnit" [" "] title = "自定义代码 [C]" description = "代码: ${Jass代码}" comment = "输入一行Jass代码" category = TC_NOTHING returns = unitcode [[.args]] type = scriptcode [ChooseRandomCreepBJ] title = "随机中立单位类型" description = "一个等级 ${Level} 的随机中立单位类型" comment = "-1代表所有等级." script_name = ChooseRandomCreep category = TC_NOTHING returns = unitcode [[.args]] type = integer default = "1" min = -1 max = 10 [ChooseRandomNPBuildingBJ] title = "随机中立建筑类型" description = "随机中立建筑类型" comment = "" script_name = ChooseRandomNPBuilding category = TC_NOTHING returns = unitcode [CreateDestructableZ] title = "新建可破坏物 [R]" description = "新建的 ${可破坏物类型} 在(${X},${Y},${Z}),面向角度: ${Direction} 尺寸缩放: ${Scale} 样式: ${Variation}" comment = "坐标为(X,Y,Z)格式. 面向角度采用角度制,0度为正东方向,90度为正北方向." category = TC_NOTHING returns = destructable [[.args]] type = destructablecode default = "LTlt" [[.args]] type = real default = "0" [[.args]] type = real default = "0" [[.args]] type = real default = "0" [[.args]] type = real default = "GetRandomDirectionDeg" [[.args]] type = real default = "1" [[.args]] type = integer default = "0" [CreateDeadDestructableZ] title = "新建可破坏物(死亡的) [R]" description = "新建死亡的 ${可破坏物类型} 在(${X},${Y},${Z\"),面向角度: \"}${Direction} 尺寸缩放: ${Scale} 样式: ${Variation}" comment = "坐标为(X,Y,Z)格式. 面向角度采用角度制,0度为正东方向,90度为正北方向." category = TC_NOTHING returns = destructable [[.args]] type = destructablecode default = "LTlt" [[.args]] type = real default = "0" [[.args]] type = real default = "0" [[.args]] type = real default = "0" [[.args]] type = real default = "GetRandomDirectionDeg" [[.args]] type = real default = "1" [[.args]] type = integer default = "0" [RandomDestructableInRectSimpleBJ] title = "矩形区域内的随机可破坏物" description = "${矩形区域} 内随机选取一个可破坏物" comment = "" category = TC_NOTHING returns = destructable [[.args]] type = rect [RandomDestructableInRectBJ] title = "矩形区域内的随机可破坏物(指定条件)" description = "${矩形区域} 内满足 ${条件} 的一个随机可破坏物" comment = "使用'匹配的可破坏物'来指代条件中用于比较的可破坏物." category = TC_NOTHING returns = destructable [[.args]] type = rect [[.args]] type = boolexpr [GetEnumDestructable] title = "选取的可破坏物" description = "选取的可破坏物" comment = "使用'选取可破坏物做动作'时, 指代相应的可破坏物." category = TC_NOTHING returns = destructable [GetFilterDestructable] title = "匹配的可破坏物" description = "匹配的可破坏物" comment = "在'选取可破坏物满足条件'之类功能的条件中,指代被判断的可破坏物." category = TC_NOTHING returns = destructable [GetDestructableTypeId] title = "指定可破坏物的类型" description = "${可破坏物} 的类型" comment = "" category = TC_NOTHING returns = destructablecode [[.args]] type = destructable default = "GetLastCreatedDestructable" [CreateItem] title = "新建物品 [R]" description = "新建 ${物品} 在(${X},${Y})" comment = "" category = TC_NOTHING returns = item [[.args]] type = itemcode default = "texp" [[.args]] type = real default = "0" [[.args]] type = real default = "0" [UnitDropItem] title = "单位掉落的物品" description = "让 ${单位} 掉落一件 ${物品}" comment = "在单位所在区域(32x32)内的随机点创建一个物品,注意当单位站在不可通行路径旁边时,该物品可能掉落其中而无法拾取。" category = TC_NOTHING returns = item [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = itemcode default = "texp" [RandomItemInRectSimpleBJ] title = "矩形区域内随机物品" description = "${矩形区域} 内随机选取的一个物品" comment = "" category = TC_NOTHING use_in_event = 0 returns = item [[.args]] type = rect [RandomItemInRectBJ] title = "矩形区域内随机物品(指定条件)" description = "${矩形区域} 内满足 ${条件} 的一个随机物品" comment = "使用'匹配物品'来指代条件中用于比较的物品." category = TC_NOTHING use_in_event = 0 returns = item [[.args]] type = rect [[.args]] type = boolexpr [GetEnumItem] title = "选取物品" description = "选取物品" comment = "使用'选取物品做动作'时, 指代相应的物品." category = TC_NOTHING use_in_event = 0 returns = item [GetFilterItem] title = "匹配物品" description = "匹配物品" comment = "在'选取物品满足条件'之类功能的条件中,指代被判断单位." category = TC_NOTHING use_in_event = 0 returns = item [UnitItemInSlot] title = "单位持有物品" description = "${单位} 物品栏第 ${Index} 格的物品" comment = "第一个单位格的位置为0." category = TC_NOTHING returns = item [[.args]] type = unit [[.args]] type = integer default = "0" min = 0 max = 5 [UnitItemInSlotBJ] title = "单位持有物品" description = "${单位} 物品栏第 ${Index} 格的物品" comment = "第一个单位格的位置为1." category = TC_NOTHING returns = item [[.args]] type = unit [[.args]] type = integer default = "1" min = 1 max = 6 [GetItemOfTypeFromUnitBJ] title = "单位持有物品(指定类型)" description = "${单位} 所持有的 ${物品类型}" comment = "注意:有多个相同物品时,只能获取第一个物品。" category = TC_NOTHING returns = item [[.args]] type = unit [[.args]] type = itemcode default = "texp" [CreateItemPool] title = "新建物品池 [R]" description = "新建的空物品池" comment = "会创建物品池." category = TC_NOTHING use_in_event = 0 returns = itempool [YDWEGetLastItemPool] title = "最后创建的物品池 [YDWE]" description = "最后创建的物品池" comment = "该物品池必须是由YDWE提供的<创建物品池>动作生成,不然无法获取。" category = TC_NOTHING use_in_event = 0 returns = itempool [YDWEGetLastPoolAbstractedItem] title = "最后从物品池里取出的物品[YDWE]" description = "最后从物品池里取出的物品" comment = "该物品必须是由YDWE提供的<选择放置物品>动作生成,不然无法获取。" category = TC_NOTHING use_in_event = 0 returns = item [GetItemType] title = "指定物品的分类" description = "${物品} 的分类" comment = "" category = TC_NOTHING returns = itemtype [[.args]] type = item default = "GetLastCreatedItem" [GetItemTypeId] title = "指定物品的类型" description = "${物品} 的类型" comment = "" category = TC_NOTHING returns = itemcode [[.args]] type = item default = "GetLastCreatedItem" [" "] title = "自定义代码 [C]" description = "代码: ${Jass代码}" comment = "输入一行Jass代码" category = TC_NOTHING returns = itemcode [[.args]] type = scriptcode [ChooseRandomItemExBJ] title = "随机物品类型(指定分类)" description = "等级 ${Level} 的随机 ${Class} 物品类型" comment = "该功能为新版函数,使用新版等级作为参照对象. -1表示任何等级." category = TC_NOTHING returns = itemcode [[.args]] type = integer default = "1" min = -1 [[.args]] type = itemtype default = "ItemTypeAny" [ChooseRandomItemBJ] title = "随机物品类型" description = "等级 ${Level} 的随机物品类型" comment = "该功能为ROC版函数,使用旧版等级作为参照对象. -1表示任何等级." script_name = ChooseRandomItem category = TC_NOTHING returns = itemcode [[.args]] type = integer default = "1" min = -1 [" "] title = "自定义代码 [C]" description = "代码: ${Jass代码}" comment = "输入一行Jass代码" category = TC_NOTHING returns = abilcode [[.args]] type = scriptcode [GetEnumPlayer] title = "选取玩家" description = "选取玩家" comment = "使用'选取玩家做动作'时, 指代相应的玩家." category = TC_NOTHING returns = player [GetFilterPlayer] title = "匹配玩家" description = "匹配玩家" comment = "在'选取玩家满足条件'之类功能的条件中,指代被判断玩家." category = TC_NOTHING returns = player [GetOwningPlayer] title = "单位所有者" description = "${单位} 的所有者" comment = "" category = TC_NOTHING returns = player [[.args]] type = unit default = "GetTriggerUnit" [GetItemPlayer] title = "物品所属玩家" description = "${物品} 的所属玩家" comment = "与持有者无关,默认为中立被动玩家." category = TC_NOTHING returns = player [[.args]] type = item default = "GetLastCreatedItem" [ForcePickRandomPlayer] title = "玩家组中随机玩家" description = "${玩家组} 中随机抽取的一名玩家." comment = "" category = TC_NOTHING returns = player [[.args]] type = force [GetLocalPlayer] title = "本地玩家 [R]" description = "本地玩家" comment = "指代玩家自己,所以对每个玩家返回值都不一样. 如果不清楚该函数的话千万别用,因为很可能因为不同步而导致掉线." category = TC_NOTHING returns = player [" "] title = "自定义代码 [C]" description = "代码: ${Jass代码}" comment = "输入一行Jass代码" category = TC_NOTHING returns = player [[.args]] type = scriptcode [CreateGroup] title = "新建的单位组 [R]" description = "新建的空单位组" comment = "会创建单位组." category = TC_NOTHING returns = group [" "] title = "自定义代码 [C]" description = "代码: ${Jass代码}" comment = "输入一行Jass代码" category = TC_NOTHING returns = group [[.args]] type = scriptcode [GetRandomSubGroup] title = "单位组中随机单位" description = "随机获取 ${Count} 个单位从 ${单位组}" comment = "会创建单位组.该函数不能使用设置 bj_wantDestroyGroup=true来清除group,会导致该动作无效." category = TC_NOTHING use_in_event = 0 returns = group [[.args]] type = integer default = "4" [[.args]] type = group default = "GetUnitsInRectAll" [GetUnitsInRectAll] title = "矩形区域内的单位" description = "${矩形区域} 内的所有单位" comment = "会创建单位组." category = TC_NOTHING returns = group [[.args]] type = rect default = "GetPlayableMapRect" [GetUnitsInRectOfPlayer] title = "矩形区域内的玩家单位" description = "${矩形区域} 内属于 ${Player} 的所有单位" comment = "会创建单位组." category = TC_NOTHING returns = group [[.args]] type = rect default = "GetPlayableMapRect" [[.args]] type = player default = "Player00" [GetUnitsInRectMatching] title = "矩形区域内的单位(指定条件)" description = "${矩形区域} 内满足 ${条件} 的所有单位" comment = "使用'匹配单位'指代条件中用于比较的单位. 会创建单位组." category = TC_NOTHING returns = group [[.args]] type = rect default = "GetPlayableMapRect" [[.args]] type = boolexpr [GetUnitsInRangeOfLocAll] title = "圆范围内单位" description = "半径为 ${Radius} 圆心为 ${指定点} 的圆范围内所有单位" comment = "会创建单位组." category = TC_NOTHING returns = group [[.args]] type = real default = "512" min = 0 [[.args]] type = location default = "GetRectCenter" [GetUnitsInRangeOfLocMatching] title = "圆范围内单位(指定条件)" description = "半径为 ${Radius} 圆心为 ${指定点} 且满足 ${条件} 的所有单位" comment = "使用'匹配单位'指代条件中用于比较的单位. 会创建单位组." category = TC_NOTHING returns = group [[.args]] type = real default = "512" min = 0 [[.args]] type = location default = "GetRectCenter" [[.args]] type = boolexpr [GetUnitsOfPlayerAll] title = "玩家单位" description = "属于 ${Player} 的所有单位" comment = "会创建单位组." category = TC_NOTHING returns = group [[.args]] type = player default = "Player00" [GetUnitsOfPlayerAndTypeId] title = "玩家单位(指定单位类型)" description = "属于 ${Player} 的所有 ${单位类型}" comment = "会创建单位组." category = TC_NOTHING returns = group [[.args]] type = player default = "Player00" [[.args]] type = unitcode default = "hfoo" [GetUnitsOfPlayerMatching] title = "玩家单位(指定条件)" description = "属于 ${Player} 并满足 ${条件} 的所有单位" comment = "使用'匹配单位'指代条件中用于比较的单位. 会创建单位组." category = TC_NOTHING returns = group [[.args]] type = player default = "Player00" [[.args]] type = boolexpr [GetUnitsOfTypeIdAll] title = "所有指定类型单位" description = "所有 ${单位类型}" comment = "会创建单位组." category = TC_NOTHING returns = group [[.args]] type = unitcode default = "hfoo" [GetUnitsSelectedAll] title = "玩家选择单位" description = "${Player} 选择的所有单位" comment = "不能用于触发条件. 会创建单位组." category = TC_NOTHING returns = group [[.args]] type = player default = "Player00" [CreateForce] title = "新建玩家组 [R]" description = "新建空玩家组" comment = "会创建玩家组." category = TC_NOTHING returns = force [GetPlayersAll] title = "所有玩家" description = "所有玩家" comment = "包括未使用玩家和中立玩家." category = TC_NOTHING returns = force [GetPlayersByMapControl] title = "所有指定控制者的玩家" description = "所有 ${Control Type} 控制的玩家" comment = "会创建玩家组." category = TC_NOTHING returns = force [[.args]] type = mapcontrol default = "MapControlComputer" [GetPlayersMatching] title = "所有符合条件的玩家" description = "所有符合 ${条件} 的玩家" comment = "使用'匹配玩家'指代条件中用于比较的玩家,包括未使用玩家和中立玩家. 会创建玩家组." category = TC_NOTHING returns = force [[.args]] type = boolexpr [GetPlayersAllies] title = "玩家的盟友" description = "所有 ${Player} 的联盟玩家" comment = "需要双方互为联盟状态,包括自己,不包括中立玩家. 会创建玩家组." category = TC_NOTHING returns = force [[.args]] type = player default = "Player00" [GetPlayersEnemies] title = "玩家的敌人" description = "所有 ${Player} 的敌对玩家" comment = "对其敌对的所有玩家,不包括中立玩家. 会创建玩家组." category = TC_NOTHING returns = force [[.args]] type = player default = "Player00" [GetForceOfPlayer] title = "转换玩家为玩家组" description = "转换 ${Player} 为玩家组" comment = "会创建玩家组." category = TC_NOTHING returns = force [[.args]] type = player default = "Player00" [GetPlayerRace] title = "玩家的种族" description = "${Player} 的种族" comment = "" category = TC_NOTHING returns = race [[.args]] type = player default = "Player00" [GetUnitRace] title = "单位种族" description = "${单位} 所属种族" comment = "物体编辑器中设置的单位所属种族." category = TC_NOTHING returns = race [[.args]] type = unit default = "GetTriggerUnit" [GetCurrentCameraSetup] title = "玩家当前镜头" description = "玩家当前镜头" comment = "注意:该函数对各玩家返回值不同,请确定你知道自己在做什么,否则很容易引起掉线. 会创建镜头对象,但每个玩家只会有一个当前镜头." category = TC_NOTHING returns = camerasetup [CreateFogModifierRect] title = "新建可见度修正器(矩形区域) [R]" description = "新建的 ${玩家} 可见度修正器. 可见度: ${FogStateVisible} 影响区域: ${矩形区域} (对盟友 ${共享} 视野, ${覆盖} 单位视野)" comment = "会创建可见度修正器." category = TC_NOTHING returns = fogmodifier [[.args]] type = player default = "Player00" [[.args]] type = fogstate default = "FogStateVisible" [[.args]] type = rect [[.args]] type = sharevisionoption default = "ShareVisionShare" [[.args]] type = converunitoption default = "ConverUnitNot" [CreateFogModifierRadius] title = "新建可见度修正器(圆范围) [R]" description = "新建的 ${玩家} 可见度修正器. 可见度: ${FogStateVisible} 圆心坐标:(${X},${Y}) 半径: ${数值} (对盟友 ${共享} 视野, ${覆盖} 单位视野)" comment = "会创建可见度修正器." category = TC_NOTHING returns = fogmodifier [[.args]] type = player default = "Player00" [[.args]] type = fogstate default = "FogStateVisible" [[.args]] type = real default = "0" [[.args]] type = real default = "0" [[.args]] type = real default = "512" [[.args]] type = sharevisionoption default = "ShareVisionShare" [[.args]] type = converunitoption default = "ConverUnitNot" [GetTriggeringTrigger] title = "当前触发" description = "当前触发" comment = "当前所运行的触发器." category = TC_NOTHING returns = trigger [GetGameDifficulty] title = "当前游戏难度" description = "当前游戏难度" comment = "" category = TC_NOTHING returns = gamedifficulty [GetAIDifficulty] title = "玩家的AI难度" description = "${Player} 的对战AI难度" comment = "对非AI玩家返回普通难度." category = TC_NOTHING returns = aidifficulty [[.args]] type = player default = "Player00" [GetGameSpeed] title = "当前游戏速度" description = "当前游戏速度" comment = "" category = TC_NOTHING returns = gamespeed [GetPlayerController] title = "玩家控制者" description = "${Player} 的控制者" comment = "" category = TC_NOTHING returns = mapcontrol [[.args]] type = player default = "Player00" [GetPlayerColor] title = "玩家颜色" description = "${Player} 的颜色" comment = "" category = TC_NOTHING returns = playercolor [[.args]] type = player default = "Player00" [GetPlayerSlotState] title = "玩家游戏状态" description = "${Player} 的游戏状态" comment = "" category = TC_NOTHING returns = playerslotstate [[.args]] type = player default = "Player00" [AddSpecialEffect] title = "新建特效(创建到坐标) [R]" description = "新建特效 ${Model File} 在(${X},${Y})处" comment = "会创建特效." category = TC_NOTHING returns = effect [[.args]] type = modelfile default = "\"Abilities\\Spells\\Other\\TalkToMe\\TalkToMe.mdl\"" [[.args]] type = real default = "0" [[.args]] type = real default = "0" [AddSpecialEffectLoc] title = "新建特效(创建到点) [R]" description = "新建特效 ${Model File} 在 ${指定点} 处" comment = "会创建特效." category = TC_NOTHING returns = effect [[.args]] type = modelfile default = "\"Abilities\\Spells\\Other\\TalkToMe\\TalkToMe.mdl\"" [[.args]] type = location [AddSpecialEffectTarget] title = "新建特效(创建到单位) [R]" description = "新建特效 ${Model File} 并绑定到 ${单位} 的 ${Attachment Point} 附加点上" comment = "会创建特效." category = TC_NOTHING returns = effect [[.args]] type = modelfile default = "\"Abilities\\Spells\\Other\\TalkToMe\\TalkToMe.mdl\"" [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = string default = "\"overhead\"" [AddSpellEffectById] title = "新建特效(指定技能,创建到坐标) [R]" description = "${技能} 的 ${EffectType} , 创建到坐标(${X},${Y})" comment = "会创建特效." category = TC_NOTHING returns = effect [[.args]] type = abilcode [[.args]] type = effecttype default = "EffectTypeEffect" [[.args]] type = real default = "0" [[.args]] type = real default = "0" [AddSpellEffectByIdLoc] title = "新建特效(指定技能,创建到点) [R]" description = "${技能} 的 ${EffectType} , 创建到 ${指定点}" comment = "会创建特效." category = TC_NOTHING returns = effect [[.args]] type = abilcode [[.args]] type = effecttype default = "EffectTypeEffect" [[.args]] type = location [AddSpellEffectTargetById] title = "新建特效(指定技能,创建到单位) [R]" description = "${技能} 的 ${EffectType} , 绑定到 ${单位} 的 ${String} 附加点" comment = "会创建特效." category = TC_NOTHING returns = effect [[.args]] type = abilcode [[.args]] type = effecttype default = "EffectTypeEffect" [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = string default = "\"overhead\"" [CreateImage] title = "新建图像 [R]" description = "新建图像: ${Image} 大小:(${X},${Y},${Z}) 创建点:(${X},${Y},${Z}) 原点坐标:(${X},${Y},${Z}) 图像类型: ${Type}" comment = "使用'图像 - 设置永久渲染状态'动作才能显示图像. 大小、创建点和原点格式为(X,Y,Z). 创建点作为图像的左下角位置. 会创建图像." category = TC_NOTHING use_in_event = 0 returns = image [[.args]] type = string default = "\"ReplaceableTextures\\Splats\\AuraRune9b.blp\"" [[.args]] type = real default = "256" [[.args]] type = real default = "256" [[.args]] type = real default = "256" [[.args]] type = real default = "0" [[.args]] type = real default = "0" [[.args]] type = real default = "0" [[.args]] type = real default = "0" [[.args]] type = real default = "0" [[.args]] type = real default = "0" [[.args]] type = imagetype default = "ImageTypeIndicator" [CreateUbersplat] title = "新建地面纹理变化 [R]" description = "新建的地面纹理变化在点(${X},${Y}),使用图像: ${Type} 颜色值为(${Red},${Green},${Blue}) Alpha值为${Transparency} (${Enable/Disable} 暂停状态, ${Enble/Disable} 跳过出生动画)" comment = "颜色值和Alpha值取值范围0-255. 使用'地面纹理变化 - 设置永久渲染状态' 来显示创建的纹理变化. 暂停状态表示动画播放完毕后是否继续保留该纹理变化. 会创建纹理变化." category = TC_NOTHING use_in_event = 0 returns = ubersplat [[.args]] type = real default = "0" [[.args]] type = real default = "0" [[.args]] type = ubersplattype default = "UbersplatTypeNGOL" [[.args]] type = integer default = "255" [[.args]] type = integer default = "255" [[.args]] type = integer default = "255" [[.args]] type = integer default = "255" [[.args]] type = enabledisableoption default = "EnableDisableDisable" [[.args]] type = enabledisableoption default = "EnableDisableDisable" [AddWeatherEffect] title = "新建天气效果 [R]" description = "新建的在 ${矩形区域} 的天气效果: ${WeatherId}" comment = "会创建天气效果." category = TC_NOTHING returns = weathereffect [[.args]] type = rect [[.args]] type = weathereffectcode [TerrainDeformCrater] title = "新建地形变化:弹坑 [R]" description = "新建的弹坑变形. 中心坐标:(${X},${Y}) 半径: ${Radius} 深度: ${Depth} 持续时间: ${Duration} 毫秒, 变化类型: ${Type}" comment = "深度可取负数. 永久地形变化在保存游戏时不会被记录." category = TC_NOTHING returns = terraindeformation [[.args]] type = real default = "0" [[.args]] type = real default = "0" [[.args]] type = real default = "512" min = 0.01 [[.args]] type = real default = "96" [[.args]] type = integer default = "4000" min = 1 [[.args]] type = cratertype default = "CraterTypeTemporary" [TerrainDeformRipple] title = "新建地形变化:波纹 [R]" description = "新建的波纹变形. 中心坐标:(${X},${Y}) 最终半径: ${Radius} 深度: ${Depth} 持续时间: ${Duration} 毫秒, 变化次数: ${Count} 面波数: ${SpaceWave} 总波数: ${TimeWave} 初始半径率: ${数值} 变化类型: ${Type}" comment = "初始半径率=初始半径/最终半径." category = TC_NOTHING returns = terraindeformation [[.args]] type = real default = "0" [[.args]] type = real default = "0" [[.args]] type = real default = "1024" min = 0.01 [[.args]] type = real default = "96" [[.args]] type = integer default = "1" min = 1 [[.args]] type = integer default = "4000" min = 1 [[.args]] type = real default = "4" min = 0.01 [[.args]] type = real default = "16" min = 0.01 [[.args]] type = real default = "1" min = 0.01 [[.args]] type = rippletype default = "RippleTypeNormal" [TerrainDeformWave] title = "新建地形变化:冲击波 [R]" description = "新建的冲击波变形. 起始坐标:(${X},${Y}) 波方向:(${X},${Y}) 波距离: ${distance} 波速度: ${speed} 波半径: ${radius} 深度: ${Depth} 变形效果持续时间: ${Delay} 毫秒, 变化次数: ${Count}" comment = "深度可取负数. 方向以(X,Y)坐标形式表示,如(1,1)表示45度." category = TC_NOTHING returns = terraindeformation [[.args]] type = real default = "0" [[.args]] type = real default = "0" [[.args]] type = real default = "1" [[.args]] type = real default = "0" [[.args]] type = real default = "1024" min = 0.01 [[.args]] type = real default = "1024" min = 0.01 [[.args]] type = real default = "256" min = 0.01 [[.args]] type = real default = "96" min = 0.01 [[.args]] type = integer default = "1000" min = 1 [[.args]] type = integer default = "1" min = 1 [TerrainDeformRandom] title = "新建地形变化:随机 [R]" description = "新建的随机变形. 中心坐标:(${X},${Y}) 半径: ${Radius} 最小高度变化: ${Depth} 最大高度变化: ${Depth} 持续时间: ${Duration} 毫秒, 变化周期: ${Duration} 毫秒" comment = "" category = TC_NOTHING returns = terraindeformation [[.args]] type = real default = "0" [[.args]] type = real default = "0" [[.args]] type = real default = "1024" min = 0.01 [[.args]] type = real default = "-96" [[.args]] type = real default = "96" [[.args]] type = integer default = "4000" min = 1 [[.args]] type = integer default = "100" min = 1 [DialogAddButton] title = "添加对话框按钮 [R]" description = "给 ${对话框} 添加按钮, 使用标题: ${文字} 快捷键: ${HotKey}" comment = "会创建对话框按钮." category = TC_NOTHING returns = button [[.args]] type = dialog default = "GetClickedDialogBJ" [[.args]] type = StringExt [[.args]] type = hotkeyint default = "HotKeyNull" [CreateLeaderboard] title = "新建排行榜 [R]" description = "新建的空排行榜" comment = "会创建排行榜." category = TC_NOTHING returns = leaderboard [PlayerGetLeaderboardBJ] title = "玩家使用的排行榜" description = "${Player} 使用的排行榜" comment = "每个玩家只能使用1个排行榜." script_name = PlayerGetLeaderboard category = TC_NOTHING returns = leaderboard [[.args]] type = player default = "Player00" [CreateMultiboard] title = "新建多面板 [R]" description = "新建的空多面板" comment = "会创建多面板." category = TC_NOTHING use_in_event = 0 returns = multiboard [MultiboardGetItem] title = "多面板项目 [R]" description = "${多面板} 的第 ${X} 行,第 ${Y} 列项" comment = "(0,0)作为多面板首项,会创建多面板项目." category = TC_NOTHING use_in_event = 0 returns = multiboarditem [[.args]] type = multiboard default = "bj_lastCreatedMultiboard" [[.args]] type = integer default = "0" [[.args]] type = integer default = "0" [CreateTimer] title = "新建计时器 [R]" description = "新建的计时器" comment = "会创建计时器." category = TC_NOTHING returns = timer [YDWERemoveAttackWaveReturnTimer] title = "最后创建的刷兵计时器[YDWE]" description = "最后创建的刷兵计时器" comment = "响应刷兵系统" category = TC_NOTHING returns = timer [" "] title = "自定义代码 [C]" description = "代码: ${Jass代码}" comment = "输入一行Jass代码" category = TC_NOTHING returns = timer [[.args]] type = scriptcode [CreateTrackable] title = "新建可追踪物 [R]" description = "新建的可追踪物, 使用模型: ${模型名字} 所在位置: ( ${X轴} , ${Y轴} ) 面向角度: ${数值} 度" comment = "可用来响应鼠标的移动和点击. 会创建可追踪物." category = TC_NOTHING returns = trackable [[.args]] type = modelfile default = "\"Abilities\\Spells\\Human\\ThunderClap\\ThunderClapCaster.mdl\"" [[.args]] type = real default = "0" [[.args]] type = real default = "0" [[.args]] type = degree default = "0" [" "] title = "自定义代码 [C]" description = "代码: ${Jass代码}" comment = "输入一行Jass代码" category = TC_NOTHING returns = hashtable [[.args]] type = scriptcode [CreateTextTag] title = "新建漂浮文字 [R]" description = "新建的空漂浮文字" comment = "会创建漂浮文字." category = TC_NOTHING use_in_event = 0 returns = texttag [" UnitAddAbility"] title = "添加技能 [C]" description = "为 ${单位} 添加 ${技能}" comment = "添加成功返回true." category = TC_UNIT returns = boolean [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = abilcode [" UnitRemoveAbility"] title = "删除技能 [C]" description = "为 ${单位} 删除 ${技能}" comment = "删除成功返回true." category = TC_UNIT returns = boolean [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = abilcode [IssueImmediateOrder] title = "发布命令(无目标)" description = "对 ${单位} 发布 ${Order} 命令" comment = "" category = TC_UNIT returns = boolean [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = unitordernotarg default = "UnitOrderStop" [IssuePointOrder] title = "发布命令(指定坐标) [R]" description = "对 ${单位} 发布 ${Order} 命令到坐标:(${X},${Y})" comment = "" category = TC_UNIT returns = boolean [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = unitorderptarg default = "UnitOrderMove" [[.args]] type = real default = "0" [[.args]] type = real default = "0" [IssuePointOrderLoc] title = "发布命令(指定点)" description = "对 ${单位} 发布 ${Order} 命令到目标点: ${指定点}" comment = "" category = TC_UNIT returns = boolean [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = unitorderptarg default = "UnitOrderMove" [[.args]] type = location [IssueTargetOrder] title = "发布命令(指定单位)" description = "对 ${单位} 发布 ${Order} 命令到目标: ${单位}" comment = "" category = TC_UNIT returns = boolean [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = unitorderutarg default = "UnitOrderAttackUnit" [[.args]] type = unit [IssueTargetDestructableOrder] title = "发布命令(指定可破坏物)" description = "对 ${单位} 发布 ${Order} 命令到目标: ${可破坏物}" comment = "" script_name = IssueTargetOrder category = TC_UNIT returns = boolean [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = unitorderdtarg default = "UnitOrderHarvestDestructible" [[.args]] type = destructable [IssueTargetItemOrder] title = "发布命令(指定物品)" description = "对 ${单位} 发布 ${Order} 命令到目标: ${物品}" comment = "" script_name = IssueTargetOrder category = TC_UNIT returns = boolean [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = unitorderitarg default = "UnitOrderSmartItem" [[.args]] type = item [IssueImmediateOrderById] title = "发布命令(无目标)(ID)" description = "对 ${单位} 发布 ${Order} 命令" comment = "" category = TC_UNIT returns = boolean [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = ordercodenotarg default = "OrderCodeStop" [IssuePointOrderById] title = "发布命令(指定坐标)(ID)" description = "对 ${单位} 发布 ${Order} 命令到坐标:(${X},${Y})" comment = "" category = TC_UNIT returns = boolean [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = ordercodeptarg default = "OrderCodeMove" [[.args]] type = real default = "0" [[.args]] type = real default = "0" [IssuePointOrderByIdLoc] title = "发布命令(指定点)(ID)" description = "对 ${单位} 发布 ${Order} 命令到目标点: ${指定点}" comment = "" category = TC_UNIT returns = boolean [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = ordercodeptarg default = "OrderCodeMove" [[.args]] type = location [IssueTargetOrderById] title = "发布命令(指定单位)(ID)" description = "对 ${单位} 发布 ${Order} 命令到目标: ${单位}" comment = "" category = TC_UNIT returns = boolean [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = ordercodeutarg default = "OrderCodeAttackUnit" [[.args]] type = unit [IssueTargetDestructableOrderById] title = "发布命令(指定可破坏物)(ID)" description = "对 ${单位} 发布 ${Order} 命令到目标: ${可破坏物}" comment = "" script_name = IssueTargetOrderById category = TC_UNIT returns = boolean [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = ordercodedtarg default = "OrderCodeHarvestDestructible" [[.args]] type = destructable [IssueTargetItemOrderById] title = "发布命令(指定物品)(ID)" description = "对 ${单位} 发布 ${Order} 命令到目标: ${物品}" comment = "" script_name = IssueTargetOrderById category = TC_UNIT returns = boolean [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = ordercodeitarg default = "OrderCodeSmartItem" [[.args]] type = item [IssueNeutralImmediateOrder] title = "发布中介命令(无目标)" description = "使 ${玩家} 对 ${单位} 发布 ${Order} 命令" comment = "可以用来对非本玩家单位发布命令." category = TC_UNIT returns = boolean [[.args]] type = player default = "Player00" [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = unitordernotarg default = "UnitOrderStop" [IssueNeutralPointOrder] title = "发布中介命令(指定坐标)" description = "使 ${玩家} 对 ${单位} 发布 ${Order} 命令到坐标:(${X},${Y})" comment = "可以用来对非本玩家单位发布命令." category = TC_UNIT returns = boolean [[.args]] type = player default = "Player00" [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = unitorderptarg default = "UnitOrderNeutralDetectAOE" [[.args]] type = real default = "0" [[.args]] type = real default = "0" [IssueNeutralTargetOrder] title = "发布中介命令(指定单位)" description = "使 ${玩家} 对 ${单位} 发布 ${Order} 命令到目标: ${单位}" comment = "可以用来对非本玩家单位发布命令." category = TC_UNIT returns = boolean [[.args]] type = player default = "Player00" [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = unitorderutarg default = "UnitOrderNeutralInterAct" [[.args]] type = unit [IssueNeutralTargetDestructableOrder] title = "发布中介命令(指定可破坏物)" description = "使 ${玩家} 对 ${单位} 发布 ${Order} 命令到目标: ${可破坏物}" comment = "可以用来对非本玩家单位发布命令." script_name = IssueNeutralTargetOrder category = TC_UNIT returns = boolean [[.args]] type = player default = "Player00" [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = unitorderdtarg default = "UnitOrderHarvestDestructible" [[.args]] type = destructable [IssueNeutralTargetItemOrder] title = "发布中介命令(指定物品)" description = "使 ${玩家} 对 ${单位} 发布 ${Order} 命令到目标: ${物品}" comment = "可以用来对非本玩家单位发布命令." script_name = IssueNeutralTargetOrder category = TC_UNIT returns = boolean [[.args]] type = player default = "Player00" [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = unitorderitarg default = "UnitOrderSmartItem" [[.args]] type = item [IssueNeutralImmediateOrderById] title = "发布中介命令(无目标)(ID)" description = "使 ${玩家} 对 ${单位} 发布 ${Order} 命令" comment = "可以用来对非本玩家单位发布命令." category = TC_UNIT returns = boolean [[.args]] type = player default = "Player00" [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = ordercodenotarg default = "OrderCodeStop" [IssueNeutralPointOrderById] title = "发布中介命令(指定坐标)(ID)" description = "使 ${玩家} 对 ${单位} 发布 ${Order} 命令到坐标:(${X},${Y})" comment = "可以用来对非本玩家单位发布命令." category = TC_UNIT returns = boolean [[.args]] type = player default = "Player00" [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = ordercodeptarg default = "OrderCodeNeutralDetectAOE" [[.args]] type = real default = "0" [[.args]] type = real default = "0" [IssueNeutralTargetOrderById] title = "发布中介命令(指定单位)(ID)" description = "使 ${玩家} 对 ${单位} 发布 ${Order} 命令到目标: ${单位}" comment = "可以用来对非本玩家单位发布命令." category = TC_UNIT returns = boolean [[.args]] type = player default = "Player00" [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = ordercodeutarg default = "OrderCodeNeutralInterAct" [[.args]] type = unit [IssueNeutralTargetDestructableOrderById] title = "发布中介命令(指定可破坏物)(ID)" description = "使 ${玩家} 对 ${单位} 发布 ${Order} 命令到目标: ${可破坏物}" comment = "可以用来对非本玩家单位发布命令." script_name = IssueNeutralTargetOrderById category = TC_UNIT returns = boolean [[.args]] type = player default = "Player00" [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = ordercodedtarg default = "OrderCodeHarvestDestructible" [[.args]] type = destructable [IssueNeutralTargetItemOrderById] title = "发布中介命令(指定物品)(ID)" description = "使 ${玩家} 对 ${单位} 发布 ${Order} 命令到目标: ${物品}" comment = "可以用来对非本玩家单位发布命令." script_name = IssueNeutralTargetOrderById category = TC_UNIT returns = boolean [[.args]] type = player default = "Player00" [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = ordercodeitarg default = "OrderCodeSmartItem" [[.args]] type = item [YDWEIssueNeutralImmediateOrderById] title = "发布中介命令(无目标)(自定义ID) [New!]" description = "使 ${玩家} 对 ${单位} 发布 ${Order} 命令" comment = "可以用来对非本玩家单位发布命令,能直接输入数字命令ID。" script_name = IssueNeutralImmediateOrderById category = TC_UNIT returns = boolean [[.args]] type = player default = "Player00" [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = ordercode default = YDWEAbilityId2OrderId [YDWEIssueNeutralPointOrderById] title = "发布中介命令(指定坐标)(自定义ID) [New!]" description = "使 ${玩家} 对 ${单位} 发布 ${Order} 命令到坐标:(${X},${Y})" comment = "可以用来对非本玩家单位发布命令,能直接输入数字命令ID。" script_name = IssueNeutralPointOrderById category = TC_UNIT returns = boolean [[.args]] type = player default = "Player00" [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = ordercode default = YDWEAbilityId2OrderId [[.args]] type = real default = "0" [[.args]] type = real default = "0" [YDWEIssueNeutralTargetOrderById] title = "发布中介命令(指定单位)(自定义ID) [New!]" description = "使 ${玩家} 对 ${单位} 发布 ${Order} 命令到目标: ${单位}" comment = "可以用来对非本玩家单位发布命令,能直接输入数字命令ID。" script_name = IssueNeutralTargetOrderById category = TC_UNIT returns = boolean [[.args]] type = player default = "Player00" [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = ordercode default = YDWEAbilityId2OrderId [[.args]] type = unit [YDWEIssueNeutralTargetDestructableOrderById] title = "发布中介命令(指定可破坏物)(自定义ID) [New!]" description = "使 ${玩家} 对 ${单位} 发布 ${Order} 命令到目标: ${可破坏物}" comment = "可以用来对非本玩家单位发布命令,能直接输入数字命令ID。" script_name = IssueNeutralTargetOrderById category = TC_UNIT returns = boolean [[.args]] type = player default = "Player00" [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = ordercode default = YDWEAbilityId2OrderId [[.args]] type = destructable [YDWEIssueNeutralTargetItemOrderById] title = "发布中介命令(指定物品)(自定义ID) [New!]" description = "使 ${玩家} 对 ${单位} 发布 ${Order} 命令到目标: ${物品}" comment = "可以用来对非本玩家单位发布命令,能直接输入数字命令ID。" script_name = IssueNeutralTargetOrderById category = TC_UNIT returns = boolean [[.args]] type = player default = "Player00" [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = ordercode default = YDWEAbilityId2OrderId [[.args]] type = item [IssueTrainOrderByIdBJ] title = "发布训练/升级命令" description = "命令 ${单位} 建造/升级为 ${单位类型}" comment = "该升级是指A单位升级为B单位,而不是科技升级." script_name = IssueImmediateOrderById category = TC_UNIT returns = boolean [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = unitcode default = "hfoo" [IssueUpgradeOrderByIdBJ] title = "发布研究科技命令" description = "命令 ${单位} 研究 ${Tech-Type}" comment = "" script_name = IssueImmediateOrderById category = TC_UNIT returns = boolean [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = techcode default = "Rhde" [IssueBuildOrderById] title = "发布建造命令(指定坐标) [R]" description = "命令 ${单位} 建造 ${单位类型} 在坐标:(${X},${Y})" comment = "" category = TC_UNIT returns = boolean [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = unitcode default = "hbar" [[.args]] type = real default = "0" [[.args]] type = real default = "0" [IssueBuildOrderByIdLocBJ] title = "发布建造命令(指定点)" description = "命令 ${单位} 建造 ${单位类型} 在 ${指定点}" comment = "" category = TC_UNIT returns = boolean [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = unitcode default = "hbar" [[.args]] type = location [UnitDropItemPoint] title = "发布丢弃物品命令(指定坐标) [R]" description = "命令 ${单位} 丢弃物品 ${物品} 到坐标:(${X},${Y})" comment = "" category = TC_UNIT returns = boolean [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = item default = "bj_lastCreatedItem" [[.args]] type = real default = "0" [[.args]] type = real default = "0" [UnitDropItemPointLoc] title = "发布丢弃物品命令(指定点)" description = "命令 ${单位} 丢弃物品 ${物品} 到 ${指定点}" comment = "" category = TC_UNIT returns = boolean [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = item default = "GetLastCreatedItem" [[.args]] type = location [UnitDropItemSlot] title = "移动物品到物品栏 [R]" description = "命令 ${单位} 移动 ${物品} 到物品栏# ${Index}" comment = "只有当单位持有该物品时才有效. 注意: 该函数中物品栏编号从0-5,而不是1-6." category = TC_UNIT returns = boolean [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = item default = "bj_lastCreatedItem" [[.args]] type = integer default = "0" min = 0 max = 5 [UnitDropItemSlotBJ] title = "移动物品到物品栏" description = "命令 ${单位} 移动 ${物品} 到物品栏第 ${Index} 格" comment = "只有当单位持有该物品时才有效." category = TC_UNIT returns = boolean [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = item default = "GetLastCreatedItem" [[.args]] type = integer default = "1" min = 1 max = 6 [UnitDropItemTargetBJ] title = "发布给予物品命令" description = "命令 ${单位} 把 ${物品} 给 ${单位}" comment = "" script_name = UnitDropItemTarget category = TC_UNIT returns = boolean [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = item default = "GetLastCreatedItem" [[.args]] type = unit [IssueBuyUnitOrder] title = "发布购买单位命令 [R]" description = "使 ${玩家} 从 ${单位} 处购买 ${单位类型}" comment = "" script_name = IssueNeutralImmediateOrderById category = TC_UNIT returns = boolean [[.args]] type = player default = "Player00" [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = unitcode default = "hfoo" [IssueBuyItemOrder] title = "发布购买物品命令 [R]" description = "使 ${玩家} 从 ${单位} 处购买 ${物品类型}" comment = "先让商店对玩家单位发布'中立商店 - 选择'命令,再使用该函数就能实现指定单位的购买物品了." script_name = IssueNeutralImmediateOrderById category = TC_UNIT returns = boolean [[.args]] type = player default = "Player00" [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = itemcode default = "ckng" [UnitDamagePoint] title = "伤害区域 [R]" description = "命令 ${单位} 在 ${Seconds} 秒后对半径为 ${Size} 圆心为(${X},${Y})的范围造成 ${Amount} 点伤害(${是} 攻击伤害, ${是}远程攻击) 攻击类型: ${AttackType} 伤害类型: ${DamageType} 装甲类型: ${WeaponType}" comment = "该动作不会打断单位动作. 由该动作伤害/杀死单位同样正常触发'受到伤害'和'死亡'单位事件." category = TC_UNIT returns = boolean [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = real default = "0" [[.args]] type = real default = "500" [[.args]] type = real default = "0" [[.args]] type = real default = "0" [[.args]] type = real default = "100" [[.args]] type = isnotoption default = "IsNotIs" [[.args]] type = isnotoption default = "IsNotNot" [[.args]] type = attacktype default = "AttackTypeNormal" [[.args]] type = damagetype default = "DamageTypeNormal" [[.args]] type = weapontype default = "WEAPON_TYPE_WHOKNOWS" [UnitDamagePointLoc] title = "伤害区域" description = "命令 ${单位} 在 ${Seconds} 秒后对半径为 ${Size} 圆心为 ${指定点} 的范围造成${Amount} 点伤害,攻击类型: ${AttackType} 伤害类型: ${DamageType}" comment = "该动作不会打断单位动作. 由该动作伤害/杀死单位同样正常触发'受到伤害'和'死亡'单位事件." category = TC_UNIT returns = boolean [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = real default = "0" [[.args]] type = real default = "500" [[.args]] type = location default = "GetRectCenter" [[.args]] type = real default = "100" [[.args]] type = attacktype default = "AttackTypeNormal" [[.args]] type = damagetype default = "DamageTypeNormal" [UnitDamageTarget] title = "伤害目标 [R]" description = "命令 ${单位} 对 ${Target} 造成 ${Amount} 点伤害(${是} 攻击伤害, ${是}远程攻击) 攻击类型: ${AttackType} 伤害类型: ${DamageType} 武器类型: ${WeaponType}" comment = "该动作不会打断单位动作. 由该动作伤害/杀死单位同样正常触发'受到伤害'和'死亡'单位事件." category = TC_UNIT returns = boolean [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = real default = "500" [[.args]] type = isnotoption default = "IsNotIs" [[.args]] type = isnotoption default = "IsNotNot" [[.args]] type = attacktype default = "AttackTypeNormal" [[.args]] type = damagetype default = "DamageTypeNormal" [[.args]] type = weapontype default = "WEAPON_TYPE_WHOKNOWS" [UnitDamageTargetBJ] title = "伤害目标" description = "命令 ${单位} 对 ${Target} 造成 ${Amount} 点伤害,攻击类型: ${AttackType} 伤害类型: ${DamageType}" comment = "该动作不会打断单位动作. 由该动作伤害/杀死单位同样正常触发'受到伤害'和'死亡'单位事件." category = TC_UNIT returns = boolean [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = real default = "500" [[.args]] type = attacktype default = "AttackTypeNormal" [[.args]] type = damagetype default = "DamageTypeNormal" [IsUnit] title = "单位检查" description = "${单位} 与 ${单位}相同" comment = "用来判断两个单位是否相等。" category = TC_UNIT returns = boolean [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = unit default = "GetLastCreatedUnit" [IsUnitDetected] title = "被检测到" description = "${单位} 处在 ${玩家} 的真实视野范围内" comment = "用来判断单位在这个玩家反隐形范围内,注:不包含该玩家同盟的反隐范围。" category = TC_UNIT returns = boolean [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = player default = "Player00" [IsUnitType] title = "单位类别检查" description = "${单位} 是 ${Type}" comment = "" category = TC_UNIT returns = boolean [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = unittype default = "UnitTypeStructure" [IsUnitRace] title = "单位种族检查" description = "${单位} 是 ${Race}" comment = "" category = TC_UNIT returns = boolean [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = race default = "RaceHuman" [IsUnitIdType] title = "单位类别检查(指定单位类型)" description = "${单位类型} 是 ${Type}" comment = "" category = TC_UNIT returns = boolean [[.args]] type = unitcode default = "GetUnitTypeId" [[.args]] type = unittype default = "UnitTypeStructure" [IsHeroUnitId] title = "单位类型是英雄单位" description = "${UnitType} 是英雄单位" category = TC_UNIT returns = boolean [[.args]] type = unitcode default = "hfoo" [IsUnitInGroup] title = "在单位组" description = "${单位} 在 ${单位组} 中" comment = "" category = TC_UNIT returns = boolean [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = group [IsUnitInRange] title = "在指定单位范围内 [R]" description = "${单位} 在距离 ${指定单位} ${范围} 范围内" comment = "" category = TC_UNIT returns = boolean [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = unit [[.args]] type = real default = "600" [IsUnitInRangeXY] title = "在指定坐标范围内 [R]" description = "${单位} 在距离坐标(${X},${Y}) ${范围} 范围内" comment = "" category = TC_UNIT returns = boolean [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = real default = "0" [[.args]] type = real default = "0" [[.args]] type = real default = "600" [IsUnitInRangeLoc] title = "在指定点范围内 [R]" description = "${单位} 在距离 ${指定点} ${范围} 范围内" comment = "" category = TC_UNIT returns = boolean [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = location [[.args]] type = real default = "600" [RectContainsUnit] title = "在矩形区域内" description = "${矩形区域} 内存在 ${单位}" comment = "" category = TC_UNIT returns = boolean [[.args]] type = rect default = "GetPlayableMapRect" [[.args]] type = unit default = "GetTriggerUnit" [IsUnitInRegion] title = "在不规则区域内 [R]" description = "${不规则区域} 内存在 ${单位}" comment = "" category = TC_UNIT returns = boolean [[.args]] type = region [[.args]] type = unit default = "GetTriggerUnit" [IsUnitAliveBJ] title = "单位生命值大于零" description = "${单位} 生命值大于零" category = TC_UNIT returns = boolean [[.args]] type = unit default = "GetTriggerUnit" [IsUnitDeadBJ] title = "单位生命值不大于零" description = "${单位} 生命值不大于零" category = TC_UNIT returns = boolean [[.args]] type = unit default = "GetTriggerUnit" [IsUnitPausedBJ] title = "单位暂停" description = "${单位} 处于暂停状态" comment = "" script_name = IsUnitPaused category = TC_UNIT returns = boolean [[.args]] type = unit default = "GetTriggerUnit" [IsUnitHiddenBJ] title = "单位隐藏" description = "${单位} 处于隐藏状态" comment = "可通过'单位 - 隐藏'动作来析藏单位. 运输机,灵魂之球,祭坛中的单位都被认为是隐藏状态." script_name = IsUnitHidden category = TC_UNIT returns = boolean [[.args]] type = unit default = "GetTriggerUnit" [IsUnitIllusionBJ] title = "单位是镜像" description = "${单位} 是镜像单位" comment = "" script_name = IsUnitIllusion category = TC_UNIT returns = boolean [[.args]] type = unit default = "GetTriggerUnit" [UnitCanSleepPerm] title = "允许控制睡眠状态" description = "允许控制 ${单位} 的睡眠状态" comment = "即该单位拥有'一直睡眠'技能." script_name = UnitCanSleepPerm category = TC_UNIT returns = boolean [[.args]] type = unit default = "GetTriggerUnit" [UnitCanSleepBJ] title = "允许夜晚睡眠" description = "${单位} 会在夜晚进入睡眠" comment = "中立生物才会睡眠." script_name = UnitCanSleep category = TC_UNIT returns = boolean [[.args]] type = unit default = "GetTriggerUnit" [UnitIsSleepingBJ] title = "正在睡眠" description = "${单位} 正在睡眠" comment = "中立生物才会睡眠. 不包括催眠魔法." script_name = UnitIsSleeping category = TC_UNIT returns = boolean [[.args]] type = unit default = "GetTriggerUnit" [DoesUnitGenerateAlarms] title = "开启警报" description = "${单位} 处于开启警报状态" comment = "" category = TC_UNIT use_in_event = 0 returns = boolean [[.args]] type = unit default = "GetTriggerUnit" [IsUnitLoadedBJ] title = "被装载" description = "${单位} 被装载中" comment = "被飞艇,船等有运输功能的单位装载." script_name = IsUnitLoaded category = TC_UNIT returns = boolean [[.args]] type = unit default = "GetTriggerUnit" [IsUnitInTransportBJ] title = "被指定单位装载" description = "${单位} 被 ${运输机} 装载中" comment = "" script_name = IsUnitInTransport category = TC_UNIT returns = boolean [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = unit [IsUnitSelected] title = "被玩家选择" description = "${单位} 被 ${Player} 选择" comment = "" category = TC_UNIT returns = boolean [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = player default = "Player00" [IsUnitAlly] title = "是玩家的同盟单位" description = "${单位} 是 ${Player} 的同盟单位" comment = "包括中立状态. 单向判断玩家对单位是否为不侵犯状态." category = TC_UNIT returns = boolean [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = player default = "Player00" [IsUnitEnemy] title = "是玩家的敌对单位" description = "${单位} 是 ${Player} 的敌对单位" comment = "不包括中立状态. 单向判断玩家对单位是否为敌对侵犯." category = TC_UNIT returns = boolean [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = player default = "Player00" [IsUnitOwnedByPlayer] title = "是玩家的单位" description = "${单位} 属于 ${Player}" comment = "判断单位是否属于这个玩家。" category = TC_UNIT returns = boolean [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = player default = "Player00" [IsUnitInForce] title = "是玩家组里玩家的单位" description = "${单位} 属于 ${玩家组} 里的玩家" comment = "判断单位是否属于这个玩家组里的玩家。" category = TC_UNIT returns = boolean [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = force default = "GetPlayersAll" [UnitHasBuffBJ] title = "拥有魔法效果" description = "${单位} 拥有 ${魔法效果}" comment = "" category = TC_UNIT returns = boolean [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = buffcode [CountUnitsInGroup] title = "单位组中单位数量" description = "${单位组} 中的单位数量" comment = "" category = TC_UNIT returns = integer [[.args]] type = group default = "GetUnitsInRectAll" [CountLivingPlayerUnitsOfTypeId] title = "玩家拥有单位数量" description = "${单位类型} 的数量对 ${Player}" comment = "" category = TC_UNIT returns = integer [[.args]] type = unitcode default = "hfoo" [[.args]] type = player default = "Player00" [GetUnitFoodUsed] title = "单位使用人口数量" description = "${单位} 使用的人口数量" comment = "" category = TC_UNIT returns = integer [[.args]] type = unit default = "GetTriggerUnit" [GetUnitFoodMade] title = "单位提供人口数量" description = "${单位} 提供的人口数量" comment = "" category = TC_UNIT returns = integer [[.args]] type = unit default = "GetTriggerUnit" [GetFoodUsed] title = "单位使用人口数量(指定单位类型)" description = "${单位类型} 使用的人口数量" comment = "" category = TC_UNIT returns = integer [[.args]] type = unitcode default = "hfoo" [GetFoodMade] title = "单位提供人口数量(指定单位类型)" description = "${单位类型} 提供的人口数量" comment = "" category = TC_UNIT returns = integer [[.args]] type = unitcode default = "hfoo" [GetUnitPointValue] title = "单位附加值" description = "${单位} 的附加值" comment = "单位附加值不可改变. 可以做一些特殊用途. 比如TD地图中的建筑贩卖价格." category = TC_UNIT returns = integer [[.args]] type = unit default = "GetTriggerUnit" [GetUnitPointValueByType] title = "单位附加值(指定单位类型)" description = "${单位类型} 的附加值" comment = "单位附加值不可改变. 可以做一些特殊用途. 比如TD地图中的建筑贩卖价格." category = TC_UNIT returns = integer [[.args]] type = unitcode default = "hfoo" [GetUnitUserData] title = "单位自定义值" description = "${单位} 的自定义值" comment = "可使用'单位 - 设置自定义值'来设置该值." category = TC_UNIT returns = integer [[.args]] type = unit [GetUnitLevel] title = "单位等级" description = "${单位} 的等级" comment = "对于英雄则会返回其英雄等级." category = TC_UNIT returns = integer [[.args]] type = unit default = "GetTriggerUnit" [GetUnitAbilityLevel] title = "单位技能等级 [R]" description = "${单位} 的 ${技能} 技能等级" comment = "如果单位没有该技能,则返回0." category = TC_UNIT returns = integer [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = abilcode [GetUnitAbilityLevelSwapped] title = "单位技能等级" description = "${技能} 的等级对 ${单位}" comment = "如果单位没有该技能,则返回0." category = TC_UNIT returns = integer [[.args]] type = abilcode [[.args]] type = unit default = "GetTriggerUnit" [UnitInventoryCount] title = "持有物品数量" description = "${单位} 所持有的物品数量" comment = "" category = TC_UNIT returns = integer [[.args]] type = unit default = "GetTriggerUnit" [UnitInventorySizeBJ] title = "物品栏格数" description = "${单位} 的物品栏格数" comment = "" script_name = UnitInventorySize category = TC_UNIT returns = integer [[.args]] type = unit default = "GetTriggerUnit" [UnitCountBuffsEx] title = "拥有Buff数量 [R]" description = "${单位} 的附带Buff数量,(${Include/Exclude} 正面Buff, ${Include/Exclude} 负面Buff${Include/Exclude} 魔法Buff, ${Include/Exclude} 物理Buff${Include/Exclude} 生命周期, ${Include/Exclude} 光环效果${Include/Exclude} 不可驱散Buff)" comment = "" category = TC_UNIT returns = integer [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = includeoption default = "InclusionInclude" [[.args]] type = includeoption default = "InclusionInclude" [[.args]] type = includeoptionnot default = "InclusionIncludeNot" [[.args]] type = includeoptionnot default = "InclusionIncludeNot" [[.args]] type = includeoption default = "InclusionInclude" [[.args]] type = includeoption default = "InclusionInclude" [[.args]] type = includeoptionnot default = "InclusionIncludeNot" [UnitCountBuffsExBJ] title = "拥有Buff数量" description = "${Buff Type} ${Buff Resist} Buff数量在 ${单位} 身上(${Include/Exclude} 生命周期, ${Include/Exclude} 光环)" comment = "" category = TC_UNIT returns = integer [[.args]] type = buffpolarity default = "BuffPolarityEither" [[.args]] type = buffresist default = "BuffResistEither" [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = includeoption default = "InclusionInclude" [[.args]] type = includeoption default = "InclusionInclude" [GetUnitState] title = "属性 [R]" description = "${单位} 的 ${Property}" comment = "" category = TC_UNIT returns = real [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = unitstate default = "UnitStateLife" [GetUnitStateSwap] title = "属性" description = "${Property} 对于 ${单位}" comment = "" category = TC_UNIT returns = real [[.args]] type = unitstate default = "UnitStateLife" [[.args]] type = unit default = "GetTriggerUnit" [GetUnitLifePercent] title = "生命百分比" description = "${单位} 的生命百分比" comment = "" category = TC_UNIT returns = real [[.args]] type = unit default = "GetTriggerUnit" [GetUnitManaPercent] title = "魔法百分比" description = "${单位} 的魔法百分比" comment = "" category = TC_UNIT returns = real [[.args]] type = unit default = "GetTriggerUnit" [GetUnitX] title = "单位所在X轴坐标 [R]" description = "${单位} 所在X轴坐标" comment = "" category = TC_UNIT returns = real [[.args]] type = unit default = "GetTriggerUnit" [GetUnitY] title = "单位所在Y轴坐标 [R]" description = "${单位} 所在Y轴坐标" comment = "" category = TC_UNIT returns = real [[.args]] type = unit default = "GetTriggerUnit" [GetUnitFacing] title = "面向角度" description = "${单位} 的面向角度" comment = "采用角度制. 0度为正东方向, 90度为正北方向." category = TC_UNIT returns = degree [[.args]] type = unit default = "GetTriggerUnit" [GetUnitMoveSpeed] title = "当前移动速度" description = "${单位} 的当前移动速度" comment = "" category = TC_UNIT returns = real [[.args]] type = unit default = "GetTriggerUnit" [GetUnitDefaultMoveSpeed] title = "默认移动速度" description = "${单位} 的默认移动速度" comment = "" category = TC_UNIT returns = real [[.args]] type = unit default = "GetTriggerUnit" [GetUnitAcquireRange] title = "当前主动攻击范围" description = "${单位} 的当前主动攻击范围" comment = "" category = TC_UNIT returns = real [[.args]] type = unit default = "GetTriggerUnit" [GetUnitDefaultAcquireRange] title = "默认主动攻击范围" description = "${单位} 的默认主动攻击范围" comment = "" category = TC_UNIT returns = real [[.args]] type = unit default = "GetTriggerUnit" [GetUnitTurnSpeed] title = "当前转身速度" description = "${单位} 的当前转身速度" comment = "转身速度表示单位改变面向方向时的速度. 数值越小表示转身越慢." category = TC_UNIT returns = real [[.args]] type = unit default = "GetTriggerUnit" [GetUnitDefaultTurnSpeed] title = "默认转身速度" description = "${单位} 的默认转身速度" comment = "转身速度表示单位改变面向方向时的速度. 数值越小表示转身越慢." category = TC_UNIT returns = real [[.args]] type = unit default = "GetTriggerUnit" [GetUnitPropWindow] title = "当前转向角度(弧度制) [R]" description = "${单位} 的当前转向角度(弧度制)" comment = "单位转身时的转向角度. 数值越大转向幅度越大. " category = TC_UNIT returns = radian [[.args]] type = unit default = "GetTriggerUnit" [GetUnitPropWindowBJ] title = "当前转向角度(角度制)" description = "${单位} 的当前转向角度" comment = "单位转身时的转向角度. 数值越大转向幅度越大." category = TC_UNIT returns = degree [[.args]] type = unit default = "GetTriggerUnit" [GetUnitDefaultPropWindowBJ] title = "默认转向角度" description = "${单位} 的默认转向角度" comment = "单位转身时的转向角度. 数值越大转向幅度越大." script_name = GetUnitDefaultPropWindow category = TC_UNIT returns = degree [[.args]] type = unit default = "GetTriggerUnit" [GetUnitFlyHeight] title = "当前飞行高度" description = "${单位} 的当前飞行高度" comment = "飞行单位可以直接改变飞行高度. 其他单位通过添加/删除 替换为飞行单位的变身技能(如乌鸦形态)之后,也能改变飞行高度." category = TC_UNIT returns = real [[.args]] type = unit default = "GetTriggerUnit" [GetUnitDefaultFlyHeight] title = "默认飞行高度" description = "${单位} 的默认飞行高度" comment = "飞行单位可以直接改变飞行高度. 其他单位通过添加/删除 替换为飞行单位的变身技能(如乌鸦形态)之后,也能改变飞行高度." category = TC_UNIT returns = real [[.args]] type = unit default = "GetTriggerUnit" [GetUnitName] title = "单位名字" description = "${单位} 的名字" comment = "" category = TC_UNIT returns = string [[.args]] type = unit default = "GetTriggerUnit" [GetUnitLoc] title = "单位位置" description = "${单位} 的位置" comment = "会创建点." category = TC_UNIT returns = location [[.args]] type = unit default = "GetTriggerUnit" [GetUnitRallyPoint] title = "单位集结点" description = "${单位} 的集结点位置" comment = "如果单位没有设置集结点,则返回null. 设置自己为集结点可取消集结点设置. 会创建点." category = TC_UNIT returns = location [[.args]] type = unit default = "GetTriggerUnit" [GetUnitRallyUnit] title = "单位集结点目标" description = "${单位} 的集结点目标" comment = "如果指定单位没有设置集结点到单位目标,则返回null." category = TC_UNIT use_in_event = 0 returns = unit [[.args]] type = unit default = "GetTriggerUnit" [GetUnitCurrentOrder] title = "当前命令ID" description = "${单位} 的当前命令ID." comment = "" category = TC_UNIT use_in_event = 0 returns = ordercode [[.args]] type = unit default = "GetTriggerUnit" [GetUnitRallyDestructable] title = "单位集结点目标" description = "${单位} 的集结点目标" comment = "如果指定单位没有设置集结点到可破坏物上,则返回null." category = TC_UNIT use_in_event = 0 returns = destructable [[.args]] type = unit default = "GetTriggerUnit" [" CreateNUnitsAtLoc"] title = "创建单位(面向角度) [C]" description = "创建 ${Number} 个 ${单位} 给 ${Player} 在 ${指定点} ,面向角度为 ${Direction} 度" comment = "面向角度采用角度制,0度为正东方向,90度为正北方向. 使用'最后创建的单位组'来获取创建的所有单位. 使用'最后创建的单位'来获取创建的单个单位." category = TC_UNIT returns = group [[.args]] type = integer default = "1" min = 1 [[.args]] type = unitcode default = "hfoo" [[.args]] type = player default = "Player00" [[.args]] type = location [[.args]] type = degree default = "RealUnitFacing" min = 0 max = 360 [IsTriggerEnabled] title = "触发开启" description = "${触发} 处于开启状态" comment = "" category = TC_TRIGGER returns = boolean [[.args]] type = trigger default = "GetTriggeringTrigger" [TriggerEvaluate] title = "触发条件成立" description = "${触发} 的条件成立" comment = "" category = TC_TRIGGER returns = boolean [[.args]] type = trigger [IsTriggerQueuedBJ] title = "触发在队列中" description = "${触发} 在队列中" comment = "可使用'触发器 - 添加到队列'和'触发器 - 移出队列'动作来操作触发队列." category = TC_TRIGGER returns = boolean [[.args]] type = trigger [IsTriggerQueueEmptyBJ] title = "触发队列为空" description = "触发队列为空" comment = "可使用'触发器 - 添加到队列'和'触发器 - 移出队列'动作来操作触发队列." category = TC_TRIGGER returns = boolean [GetTriggerEvalCount] title = "触发条件判断次数" description = "${Trigger} 的触发条件判断次数" comment = "" category = TC_TRIGGER returns = integer [[.args]] type = trigger default = "GetTriggeringTrigger" [GetTriggerExecCount] title = "触发动作运行次数" description = "${Trigger} 的触发动作运行次数" comment = "" category = TC_TRIGGER returns = integer [[.args]] type = trigger default = "GetTriggeringTrigger" [QueuedTriggerCountBJ] title = "队列中触发数量" description = "触发队列中的触发数量" comment = "可使用'触发器 - 添加到队列'和'触发器 - 移出队列'动作来操作触发队列." category = TC_TRIGGER returns = integer [GetTriggerName] title = "触发名字" description = "当前触发的名字" comment = "" category = TC_TRIGGER returns = string [CreateTrigger] title = "新建触发 [R]" description = "新建触发" comment = "会创建一个新的触发器,如果对该功能不熟悉请慎用." category = TC_TRIGGER returns = trigger [IsUnitGroupEmptyBJ] title = "单位组为空" description = "${单位组} 为空" comment = "" category = TC_UNITGROUP returns = boolean [[.args]] type = group [IsUnitGroupInRectBJ] title = "单位组中单位在矩形区域内" description = "${单位组} 中所有单位在 ${矩形区域} 内" comment = "" category = TC_UNITGROUP returns = boolean [[.args]] type = group [[.args]] type = rect [IsUnitGroupDeadBJ] title = "单位组中所有单位死亡" description = "${单位组} 中所有单位死亡" comment = "" category = TC_UNITGROUP returns = boolean [[.args]] type = group [IsMultiboardDisplayed] title = "多面板显示" description = "${Multiboard} 是显示的" comment = "" category = TC_MULTIBOARD use_in_event = 0 returns = boolean [[.args]] type = multiboard default = "GetLastCreatedMultiboard" [IsMultiboardMinimized] title = "多面板最小化" description = "${Multiboard} 是最小化的" comment = "" category = TC_MULTIBOARD use_in_event = 0 returns = boolean [[.args]] type = multiboard default = "GetLastCreatedMultiboard" [MultiboardGetRowCount] title = "行数" description = "${Multiboard} 的行数" comment = "" category = TC_MULTIBOARD returns = integer [[.args]] type = multiboard default = "GetLastCreatedMultiboard" [MultiboardGetColumnCount] title = "列数" description = "${Multiboard} 的列数" comment = "" category = TC_MULTIBOARD returns = integer [[.args]] type = multiboard default = "GetLastCreatedMultiboard" [MultiboardGetTitleText] title = "多面板标题" description = "${Multiboard} 的标题" comment = "" category = TC_MULTIBOARD returns = string [[.args]] type = multiboard default = "GetLastCreatedMultiboard" [IsPointBlighted] title = "坐标点被荒芜地表覆盖 [R]" description = "坐标点(${X},${Y})被荒芜地表覆盖" comment = "" category = TC_ENVIRONMENT returns = boolean [[.args]] type = real default = "0" [[.args]] type = real default = "0" [IsPointBlightedBJ] title = "点被荒芜地表覆盖" description = "${指定点} 被荒芜地表覆盖" comment = "" category = TC_ENVIRONMENT returns = boolean [[.args]] type = location [IsTerrainPathable] title = "地形通行状态关闭(指定坐标) [R]" description = "坐标(${X},${Y})处的 ${Pathing Type} 通行状态为关闭" comment = "指定类型单位不能通行即通行状态为关闭. 如该点不能造建筑就是'建造'通行状态为关闭. 可使用'环境 - 设置地形通行状态'来改变通行状态." category = TC_ENVIRONMENT returns = boolean [[.args]] type = real default = "0" [[.args]] type = real default = "0" [[.args]] type = pathingtype default = "PathingTypeWalkability" [IsTerrainPathableBJ] title = "地形通行状态关闭(指定点)" description = "${指定点} 处的 ${Pathing Type} 通行状态为关闭" comment = "指定类型单位不能通行即通行状态为关闭. 如该点不能造建筑就是'建造'通行状态为关闭. 可使用'环境 - 设置地形通行状态'来改变通行状态." category = TC_ENVIRONMENT returns = boolean [[.args]] type = location [[.args]] type = pathingtype default = "PathingTypeWalkability" [GetTerrainCliffLevel] title = "地形悬崖高度(指定坐标) [R]" description = "坐标(${X},${Y})处的地形悬崖高度" comment = "悬崖高度:深水区为0, 浅水区为1, 平原为2, 之后每层+1." category = TC_ENVIRONMENT returns = integer [[.args]] type = real default = "0" [[.args]] type = real default = "0" [GetTerrainCliffLevelBJ] title = "地形悬崖高度(指定点)" description = "${指定点} 处的地形悬崖高度" comment = "悬崖高度:深水区为0, 浅水区为1, 平原为2, 之后每层+1." category = TC_ENVIRONMENT returns = integer [[.args]] type = location [GetTerrainVariance] title = "地形样式(指定坐标) [R]" description = "坐标(${X},${Y})处的地形样式" comment = "" category = TC_ENVIRONMENT returns = integer [[.args]] type = real default = "0" [[.args]] type = real default = "0" [GetTerrainVarianceBJ] title = "地形样式(指定点)" description = "${指定点} 处的地形样式" comment = "" category = TC_ENVIRONMENT returns = integer [[.args]] type = location default = "GetRectCenter" [GetTerrainType] title = "指定坐标地形 [R]" description = "坐标(${X},${Y})处的地形" comment = "" category = TC_ENVIRONMENT returns = terraintype [[.args]] type = real default = "0" [[.args]] type = real default = "0" [GetTerrainTypeBJ] title = "指定点地形" description = "${指定点} 处的地形" comment = "" category = TC_ENVIRONMENT returns = terraintype [[.args]] type = location [IsFogEnabled] title = "战争迷雾开启" description = "战争迷雾开启" comment = "" category = TC_VISIBILITY returns = boolean [IsFogMaskEnabled] title = "黑色阴影开启" description = "黑色阴影开启" comment = "" category = TC_VISIBILITY returns = boolean [IsUnitVisible] title = "单位可见" description = "${单位} 对 ${Player} 可见" comment = "" category = TC_VISIBILITY returns = boolean [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = player default = "Player00" [IsUnitInvisible] title = "单位不可见" description = "${单位} 对 ${Player} 不可见" comment = "" category = TC_VISIBILITY returns = boolean [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = player default = "Player00" [IsUnitFogged] title = "单位在迷雾中" description = "${单位} 在 ${Player} 的迷雾范围内" comment = "黑色阴影内的单位不被计算在内." category = TC_VISIBILITY returns = boolean [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = player default = "Player00" [IsUnitMasked] title = "单位在黑色阴影中" description = "${单位} 在 ${Player} 的黑色阴影内" comment = "" category = TC_VISIBILITY returns = boolean [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = player default = "Player00" [IsLocationVisibleToPlayer] title = "点可见" description = "${指定点}对 ${Player} 可见" comment = "" category = TC_VISIBILITY returns = boolean [[.args]] type = location default = "GetRectCenter" [[.args]] type = player default = "Player00" [IsVisibleToPlayer] title = "坐标可见" description = "坐标(${x},${y}) 对 ${玩家} 可见" comment = "" category = TC_VISIBILITY returns = boolean [[.args]] type = real [[.args]] type = real [[.args]] type = player default = "Player00" [IsLocationFoggedToPlayer] title = "点在迷雾中" description = "${指定点} 在 ${Player} 的迷雾范围内" comment = "黑色阴影内的点不被计算在内." category = TC_VISIBILITY returns = boolean [[.args]] type = location default = "GetRectCenter" [[.args]] type = player default = "Player00" [IsFoggedToPlayer] title = "坐标在迷雾中" description = "坐标(${x},${y}) 在 ${玩家} 的迷雾范围内" comment = "黑色阴影内的坐标不被计算在内。" category = TC_VISIBILITY returns = boolean [[.args]] type = real [[.args]] type = real [[.args]] type = player default = "Player00" [IsLocationMaskedToPlayer] title = "点在黑色阴影中" description = "${指定点} 在 ${Player} 的黑色阴影内" comment = "" category = TC_VISIBILITY returns = boolean [[.args]] type = location default = "GetRectCenter" [[.args]] type = player default = "Player00" [IsMaskedToPlayer] title = "坐标在黑色阴影中" description = "坐标(${x},${y}) 在 ${玩家} 的黑色阴影内" comment = "" category = TC_VISIBILITY returns = boolean [[.args]] type = real [[.args]] type = real [[.args]] type = player default = "Player00" [IsDestructableAliveBJ] title = "可破坏物存活" description = "${可破坏物} 是存活的" comment = "" category = TC_DESTRUCT returns = boolean [[.args]] type = destructable default = "GetLastCreatedDestructable" [IsDestructableDeadBJ] title = "可破坏物死亡" description = "${可破坏物} 是死亡的" comment = "" category = TC_DESTRUCT returns = boolean [[.args]] type = destructable default = "GetLastCreatedDestructable" [IsDestructableInvulnerableBJ] title = "物件无敌" description = "${物件} 是无敌的" comment = "" script_name = IsDestructableInvulnerable category = TC_DESTRUCT returns = boolean [[.args]] type = destructable default = "GetLastCreatedDestructable" [GetElevatorHeight] title = "升降机高度" description = "${升降机} 的高度" comment = "可以使用'可破坏物 - 设置升降机高度'来设置升降机高度." category = TC_DESTRUCT returns = integer [[.args]] type = destructable [GetDestructableLife] title = "生命值" description = "${可破坏物} 的当前生命值" comment = "" category = TC_DESTRUCT returns = real [[.args]] type = destructable default = "GetLastCreatedDestructable" [GetDestructableMaxLife] title = "最大生命值" description = "${可破坏物} 的最大生命值" comment = "" category = TC_DESTRUCT returns = real [[.args]] type = destructable default = "GetLastCreatedDestructable" [GetDestructableOccluderHeight] title = "闭塞高度" description = "${可破坏物} 的闭塞高度" comment = "" category = TC_DESTRUCT returns = real [[.args]] type = destructable default = "GetLastCreatedDestructable" [GetDestructableX] title = "可破坏物所在X轴坐标 [R]" description = "${可破坏物} 所在X轴坐标" comment = "" category = TC_DESTRUCT returns = real [[.args]] type = destructable default = "GetLastCreatedDestructable" [GetDestructableY] title = "可破坏物所在Y轴坐标 [R]" description = "${可破坏物} 所在Y轴坐标" category = TC_DESTRUCT returns = real [[.args]] type = destructable default = "GetLastCreatedDestructable" [GetDestructableName] title = "物件名字" description = "${物件} 的名字" comment = "" category = TC_DESTRUCT returns = string [[.args]] type = destructable default = "GetLastCreatedDestructable" [GetDestructableLoc] title = "可破坏物位置" description = "${可破坏物} 的位置" comment = "会创建点." category = TC_DESTRUCT returns = location [[.args]] type = destructable default = "GetLastCreatedDestructable" [LeaderboardHasPlayerItemBJ] title = "玩家在排行榜" description = "${Leaderboard} 中包含 ${Player}" comment = "" script_name = LeaderboardHasPlayerItem category = TC_LEADERBOARD returns = boolean [[.args]] type = leaderboard default = "GetLastCreatedLeaderboard" [[.args]] type = player default = "Player00" [LeaderboardGetPlayerIndexBJ] title = "排行榜位置" description = "${Player} 在 ${Leaderboard} 的排名" comment = "" category = TC_LEADERBOARD returns = integer [[.args]] type = player default = "Player00" [[.args]] type = leaderboard default = "GetLastCreatedLeaderboard" [LeaderboardGetItemCount] title = "行数" description = "${Leaderboard} 的行数" comment = "" category = TC_LEADERBOARD returns = integer [[.args]] type = leaderboard default = "GetLastCreatedLeaderboard" [LeaderboardGetIndexedPlayerBJ] title = "玩家所在排行榜位置" description = "第 ${Position} 位玩家在 ${Leaderboard} 中" comment = "" category = TC_LEADERBOARD use_in_event = 0 returns = player [[.args]] type = integer default = "1" min = 1 max = 16 [[.args]] type = leaderboard default = "GetLastCreatedLeaderboard" [IsPointInRegion] title = "包含坐标" description = "${不规则区域} 内包含坐标(${X},${Y})" comment = "TC_REGION" category = TC_REGION returns = boolean [[.args]] type = region [[.args]] type = real default = "0" [[.args]] type = real default = "0" [IsLocationInRegion] title = "包含点" description = "${不规则区域} 内包含点: ${点}" comment = "TC_REGION" category = TC_REGION returns = boolean [[.args]] type = region [[.args]] type = location [RectContainsLoc] title = "包含点" description = "${矩形区域} 内包含 ${点}" comment = "" category = TC_RECT returns = boolean [[.args]] type = rect default = "GetPlayableMapRect" [[.args]] type = location [GetRectCenterX] title = "中心X坐标" description = "${矩形区域} 的中心X坐标" comment = "" category = TC_RECT returns = real [[.args]] type = rect default = "GetPlayableMapRect" [GetRectCenterY] title = "中心Y坐标" description = "${矩形区域} 的中心Y坐标" comment = "" category = TC_RECT returns = real [[.args]] type = rect default = "GetPlayableMapRect" [GetRectMinX] title = "左下角X坐标" description = "${矩形区域} 的左下角X坐标" comment = "" category = TC_RECT returns = real [[.args]] type = rect default = "GetPlayableMapRect" [GetRectMinY] title = "左下角Y坐标" description = "${矩形区域} 的左下角Y坐标" comment = "" category = TC_RECT returns = real [[.args]] type = rect default = "GetPlayableMapRect" [GetRectMaxX] title = "右上角X坐标" description = "${矩形区域} 的右上角X坐标" comment = "" category = TC_RECT returns = real [[.args]] type = rect default = "GetPlayableMapRect" [GetRectMaxY] title = "右上角Y坐标" description = "${矩形区域} 的右上角Y坐标" comment = "" category = TC_RECT returns = real [[.args]] type = rect default = "GetPlayableMapRect" [GetRectWidthBJ] title = "宽度" description = "${矩形区域} 的宽度" comment = "" category = TC_RECT returns = real [[.args]] type = rect [GetRectHeightBJ] title = "高度" description = "${矩形区域} 的高度" comment = "" category = TC_RECT returns = real [[.args]] type = rect [IsQuestItemCompleted] title = "任务项目完成" description = "${Quest Requirement} 已完成" comment = "" category = TC_QUEST returns = boolean [[.args]] type = questitem default = "GetLastCreatedQuestItemBJ" [IsQuestEnabled] title = "任务激活" description = "${Quest} 已激活" comment = "" category = TC_QUEST returns = boolean [[.args]] type = quest default = "GetLastCreatedQuestBJ" [IsQuestCompleted] title = "任务完成" description = "${Quest} 已完成" comment = "" category = TC_QUEST returns = boolean [[.args]] type = quest default = "GetLastCreatedQuestBJ" [IsQuestFailed] title = "任务失败" description = "${Quest} 失败" comment = "" category = TC_QUEST returns = boolean [[.args]] type = quest default = "GetLastCreatedQuestBJ" [IsQuestDiscovered] title = "任务被发现" description = "${Quest} 已被发现" comment = "" category = TC_QUEST returns = boolean [[.args]] type = quest default = "GetLastCreatedQuestBJ" [IsQuestRequired] title = "是主要任务" description = "${Quest} 是主要任务" comment = "" category = TC_QUEST returns = boolean [[.args]] type = quest default = "GetLastCreatedQuestBJ" [CreateQuest] title = "新建任务 [R]" description = "新建任务 " comment = "新建一个任务.注:这条毫无用处,别用——everguo" category = TC_QUEST returns = quest [YDWECreateQuest] title = "新建任务[YDWE]" description = "新建一个 ${Quest Type} 任务,标题: ${文字} 任务说明: ${文字} 任务图标: ${Icon Path}" comment = "新建一个任务;YDWE新增。" script_name = CreateQuestBJ category = TC_QUEST returns = quest [[.args]] type = questtypeoption default = "QuestTypeReqDiscovered" [[.args]] type = StringExt max = 24 [[.args]] type = StringExt [[.args]] type = imagefile default = "\"ReplaceableTextures\\CommandButtons\\BTNAmbush.blp\"" [YDWECreateQuestItem] title = "创建任务目标项[YDWE]" description = "为 ${Quest} 创建一个任务目标项: ${文字}" comment = "新建一个任务目标项;YDWE新增功能。" script_name = CreateQuestItemBJ category = TC_QUEST returns = questitem [[.args]] type = quest default = "GetLastCreatedQuestBJ" [[.args]] type = StringExt [IsPlayerFlagSetBJ] title = "玩家参数开启" description = "${Player Flag} 为允许,对 ${Player}" comment = "" category = TC_PLAYER returns = boolean [[.args]] type = playerflag default = "PlayerFlagGivesBounty" [[.args]] type = player default = "PlayerNA" [IsPlayerAlly] title = "是玩家的盟友" description = "${Player} 是 ${Player} 的盟友" comment = "包括中立状态. 单向判断玩家A对玩家B联盟不侵犯,即表示玩家A是玩家B的盟友." category = TC_PLAYER returns = boolean [[.args]] type = player default = "GetTriggerPlayer" [[.args]] type = player default = "Player00" [IsPlayerEnemy] title = "是玩家的敌人" description = "${Player} 是 ${Player} 的敌人" comment = "不包括中立状态. 单向判断玩家A对玩家B敌对侵犯,即表示玩家A是玩家B的盟友." category = TC_PLAYER returns = boolean [[.args]] type = player default = "GetTriggerPlayer" [[.args]] type = player default = "Player00" [IsPlayerObserver] title = "玩家是裁判或观察者 [R]" description = "${Player}是裁判或观察者" comment = "" category = TC_PLAYER returns = boolean [[.args]] type = player default = "GetTriggerPlayer" [IsPlayerRacePrefSet] title = "玩家的种族选择" description = "${Player} 选择了 ${RacePreference}" comment = "" category = TC_PLAYER returns = boolean [[.args]] type = player default = "GetTriggerPlayer" [[.args]] type = racepreference default = "RacePrefRandom" [GetPlayerAlliance] title = "联盟状态设置" description = "${Player} 对 ${Player} 开启 ${Alliance Type}" comment = "" category = TC_PLAYER returns = boolean [[.args]] type = player default = "GetTriggerPlayer" [[.args]] type = player default = "Player00" [[.args]] type = alliancetype default = "AllianceTypePassive" [IsPlayerInForce] title = "在玩家组" description = "${Player} 在 ${玩家组} 中" comment = "" category = TC_PLAYER returns = boolean [[.args]] type = player default = "Player00" [[.args]] type = force default = "GetPlayersAll" [GetPlayerState] title = "玩家属性" description = "${Player} ${Property}" comment = "" category = TC_PLAYER returns = integer [[.args]] type = player default = "Player00" [[.args]] type = playerstate default = "PlayerStateGold" [GetPlayerTaxRate] title = "玩家税率 [R]" description = "${Player} 需要交纳给 ${Player} 的 ${Resource} 所得税" comment = "所得税取值范围0-100." category = TC_PLAYER returns = integer [[.args]] type = player default = "Player00" [[.args]] type = player default = "Player01" [[.args]] type = playerresource default = "PlayerResourceGold" [GetPlayerTaxRateBJ] title = "玩家税率" description = "${Resource} 所得税, ${Player} 交纳给 ${Player}" comment = "所得税取值范围0-100." category = TC_PLAYER returns = integer [[.args]] type = playerresource default = "PlayerResourceGold" [[.args]] type = player default = "Player00" [[.args]] type = player default = "Player01" [GetPlayerScore] title = "玩家得分" description = "${Player} ${Score}" comment = "" category = TC_PLAYER returns = integer [[.args]] type = player default = "Player00" [[.args]] type = playerscore default = "PlayerScoreTotal" [GetConvertedPlayerId] title = "玩家ID" description = "${Player} 的玩家ID" comment = "玩家ID取值1-16." category = TC_PLAYER returns = integer [[.args]] type = player default = "GetTriggerPlayer" [GetPlayerId] title = "玩家ID - 1 [R]" description = "${Player} 的玩家ID - 1" comment = "玩家ID取值1-16." category = TC_PLAYER returns = integer [[.args]] type = player default = "GetTriggerPlayer" [GetPlayerStructureCount] title = "建筑数量" description = "${Player} 拥有的建筑数量(${Include/Exclude} 未完成的)" comment = "" category = TC_PLAYER returns = integer [[.args]] type = player default = "Player00" [[.args]] type = includeoption default = "InclusionExclude" [GetPlayerUnitCount] title = "非建筑单位数量" description = "${Player} 拥有的非建筑单位数量(${Include/Exclude} 未完成的)" comment = "" category = TC_PLAYER returns = integer [[.args]] type = player default = "Player00" [[.args]] type = includeoption default = "InclusionExclude" [GetPlayerTechCountSimple] title = "当前科技等级" description = "${科技} 的当前等级对 ${Player}" comment = "" category = TC_PLAYER returns = integer [[.args]] type = techcode [[.args]] type = player default = "Player00" [GetPlayerTechMaxAllowedSwap] title = "最大科技等级" description = "${科技} 的最大等级对 ${Player}" comment = "" category = TC_PLAYER returns = integer [[.args]] type = techcode [[.args]] type = player default = "Player00" [GetPlayerTeam] title = "玩家队伍" description = "${Player} 所属队伍编号" comment = "" category = TC_PLAYER returns = integer [[.args]] type = player default = "Player00" [CountPlayersInForceBJ] title = "玩家组中玩家数量" description = "${玩家组} 中的玩家数量" comment = "" category = TC_PLAYER returns = integer [[.args]] type = force default = "GetPlayersByMapControl" [GetPlayerHandicapXPBJ] title = "经验增长率" description = "${Player} 的经验增长率" comment = "百分比数值, 默认值为100." category = TC_PLAYER returns = real [[.args]] type = player default = "Player00" [GetPlayerHandicapBJ] title = "生命障碍" description = "${Player} 的生命障碍" comment = "百分比数值, 默认值为100." category = TC_PLAYER returns = real [[.args]] type = player default = "Player00" [GetPlayerName] title = "玩家名字" description = "${Player} 的名字" comment = "" category = TC_PLAYER returns = string [[.args]] type = player default = "GetTriggerPlayer" [GetPlayerStartLocationLoc] title = "玩家开始位置" description = "${Player} 的游戏开始位置" comment = "会创建点." category = TC_PLAYER returns = location [[.args]] type = player default = "Player00" [CheckItemStatus] title = "物品状态检查" description = "${物品} 是 ${Status} 的" comment = "" category = TC_ITEM use_in_event = 0 returns = boolean [[.args]] type = item default = "GetLastCreatedItem" [[.args]] type = itemstatus default = "ItemStatusHidden" [CheckItemcodeStatus] title = "物品类型状态检查" description = "${物品类型} 是 ${Status} 的" comment = "" category = TC_ITEM use_in_event = 0 returns = boolean [[.args]] type = itemcode default = "GetItemTypeId" [[.args]] type = itemcodestatus default = "ItemcodeStatusPowerup" [IsItemVisible] title = "物品可见 [R]" description = "${物品} 是可见的" comment = "物品不被隐藏且不被单位持有时即为可见的." category = TC_ITEM use_in_event = 0 returns = boolean [[.args]] type = item default = "bj_lastCreatedItem" [IsItemHiddenBJ] title = "物品隐藏" description = "${物品} 是隐藏的" comment = "单位持有的物品也被认为是隐藏的. 建议使用物品可见=False来作判断." category = TC_ITEM use_in_event = 0 returns = boolean [[.args]] type = item default = "GetLastCreatedItem" [IsItemOwned] title = "物品被持有" description = "${物品} 是被持有的" comment = "在物品栏中的物品都是被持有的. 就算单位正处于死亡状态." category = TC_ITEM use_in_event = 0 returns = boolean [[.args]] type = item [IsItemPowerup] title = "物品是拾取时自动使用的 [R]" description = "${物品} 是拾取时自动使用类物品" comment = "" category = TC_ITEM use_in_event = 0 returns = boolean [[.args]] type = item default = "bj_lastCreatedItem" [IsItemSellable] title = "物品可被市场随机出售 [R]" description = "${物品} 可被市场随机出售" comment = "" category = TC_ITEM use_in_event = 0 returns = boolean [[.args]] type = item default = "bj_lastCreatedItem" [IsItemPawnable] title = "物品可被抵押 [R]" description = "${物品} 可被抵押" comment = "" category = TC_ITEM use_in_event = 0 returns = boolean [[.args]] type = item default = "bj_lastCreatedItem" [RectContainsItem] title = "物品在矩形区域" description = "${物品} 在 ${矩形区域}" comment = "单位持有的物品不会被计算在内." category = TC_ITEM returns = boolean [[.args]] type = item default = "GetLastCreatedItem" [[.args]] type = rect [IsItemInvulnerable] title = "物品无敌" description = "${物品} 是无敌的" comment = "" category = TC_ITEM returns = boolean [[.args]] type = item default = "GetLastCreatedItem" [GetInventoryIndexOfItemTypeBJ] title = "物品在物品栏的序号 [C]" description = "${单位} 所持有的 ${物品类型} 的物品栏序号" comment = "如果单位没有该类型的物品则返回0" category = TC_ITEM returns = integer [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = itemcode default = "texp" [GetItemLevel] title = "物品等级" description = "${物品} 的物品等级" comment = "" category = TC_ITEM returns = integer [[.args]] type = item default = "GetLastCreatedItem" [GetItemCharges] title = "使用次数" description = "${物品} 的使用次数" comment = "无限使用物品将返回0." category = TC_ITEM returns = integer [[.args]] type = item default = "GetLastCreatedItem" [GetItemUserData] title = "物品自定义值" description = "${物品} 的自定义值" comment = "可以使用'物品 - 设置自定义值'来设置该值." category = TC_ITEM returns = integer [[.args]] type = item [GetItemLifeBJ] title = "生命值" description = "${物品} 的当前生命值" comment = "" category = TC_ITEM returns = real [[.args]] type = item default = "GetLastCreatedItem" [GetItemX] title = "物品的X轴坐标 [R]" description = "${物品} 的X轴坐标" comment = "" category = TC_ITEM returns = real [[.args]] type = item default = "GetLastCreatedItem" [GetItemY] title = "物品的Y轴坐标 [R]" description = "${物品} 的Y轴坐标" comment = "" category = TC_ITEM returns = real [[.args]] type = item default = "GetLastCreatedItem" [GetItemName] title = "物品名字" description = "${物品} 的名字" comment = "" category = TC_ITEM returns = string [[.args]] type = item default = "GetManipulatedItem" [GetItemLoc] title = "物品位置" description = "${物品} 的位置" comment = "会创建点." category = TC_ITEM returns = location [[.args]] type = item default = "GetLastCreatedItem" [UnitHasItem] title = "持有物品" description = "${Hero} 拥有 ${物品}" comment = "" category = TC_HERO returns = boolean [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = item default = "GetLastCreatedItem" [UnitHasItemOfTypeBJ] title = "持有物品(指定类型)" description = "${Hero} 拥有 ${物品类型}" comment = "" category = TC_HERO returns = boolean [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = itemcode default = "texp" [IsSuspendedXP] title = "经验不可获得" description = "${Hero} 不可获得经验" comment = "可使用'英雄 - 允许/禁止经验获取'来设置该项." category = TC_HERO returns = boolean [[.args]] type = unit default = "GetTriggerUnit" [GetHeroLevel] title = "英雄等级" description = "${英雄} 的英雄等级" comment = "" category = TC_HERO returns = integer [[.args]] type = unit default = "GetTriggerUnit" [GetHeroXP] title = "英雄经验值" description = "${英雄} 的经验值" comment = "" category = TC_HERO returns = integer [[.args]] type = unit default = "GetTriggerUnit" [GetHeroStr] title = "英雄力量 [R]" description = "${英雄} 的力量值(${Include/Exclude} 加成)" comment = "" category = TC_HERO returns = integer [[.args]] type = unit [[.args]] type = includeoption default = "InclusionExclude" [GetHeroAgi] title = "英雄敏捷 [R]" description = "${英雄} 的敏捷值(${Include/Exclude} 加成)" comment = "" category = TC_HERO returns = integer [[.args]] type = unit [[.args]] type = includeoption default = "InclusionExclude" [GetHeroInt] title = "英雄智力 [R]" description = "${英雄} 的智力值(${Include/Exclude} 加成)" comment = "" category = TC_HERO returns = integer [[.args]] type = unit [[.args]] type = includeoption default = "InclusionExclude" [GetHeroStatBJ] title = "英雄属性" description = "${Attribute} 对 ${英雄} (${Include/Exclude} 加成)" comment = "" category = TC_HERO returns = integer [[.args]] type = herostat default = "HeroStatStr" [[.args]] type = unit [[.args]] type = includeoption default = "InclusionExclude" [GetHeroSkillPoints] title = "未分配技能点数" description = "${英雄} 的未分配技能点数" comment = "" category = TC_HERO returns = integer [[.args]] type = unit [GetHeroProperName] title = "英雄称谓" description = "${Hero} 的称谓" comment = "如圣骑士会返回'无惧的布赞恩'而不是'圣骑士'." category = TC_HERO returns = string [[.args]] type = unit default = "GetTriggerUnit" [IsMapFlagSet] title = "地图参数设置" description = "${Map Flag} 已设置" comment = "" category = TC_GAME returns = boolean [[.args]] type = mapflag default = "MapFlagUseHandicaps" [IsCustomCampaignButtonVisibile] title = "自定义战役按钮可见" description = "自定义战役按钮# ${Number} 可见" comment = "" category = TC_GAME use_in_event = 0 returns = boolean [[.args]] type = integer default = "1" min = 1 [GetCreepCampFilterState] title = "小地图中立生物显示开启" description = "小地图中立生物显示开启" comment = "" category = TC_GAME returns = boolean [SaveGameExists] title = "游戏存档存在" description = "${存档文件} 已存在" comment = "" category = TC_GAME use_in_event = 0 returns = boolean [[.args]] type = anyfile [IsNoVictoryCheat] title = "无法胜利 [R]" description = "玩家开启作弊模式: 无法胜利" comment = "单机作弊码开启的模式." category = TC_GAME use_in_event = 0 returns = boolean [IsNoDefeatCheat] title = "无法失败 [R]" description = "玩家开启作弊模式: 无法失败" comment = "单机作弊码开启的模式." category = TC_GAME use_in_event = 0 returns = boolean [GetPlayers] title = "玩家数量" description = "玩家数量" comment = "地图编辑器中开启的玩家数量(1-12)." category = TC_GAME returns = integer [GetTeams] title = "队伍数量" description = "队伍数量" comment = "" category = TC_GAME returns = integer [GetAllyColorFilterState] title = "联盟颜色显示设置" description = "联盟颜色显示设置" comment = "0为不开启. 1为小地图显示. 2为小地图和游戏都显示." category = TC_GAME returns = integer [GetTournamentFinishNowRule] title = "比赛结束规则" description = "比赛结束规则" comment = "1表示游戏开始时间已经超过限定时,无法以平局结束. 其他值表示游戏还在初期阶段,此时退出游戏将以平局结束.." category = TC_GAME use_in_event = 0 returns = integer [GetTournamentScore] title = "对战比赛得分" description = "${Player} 的当前对战比赛得分" comment = "对战游戏时如果游戏时间过长,系统将以该值来决定胜负." category = TC_GAME use_in_event = 0 returns = integer [[.args]] type = player default = "Player00" [GetTimeOfDay] title = "游戏时间" description = "游戏时间" comment = "游戏中的昼夜时间." category = TC_GAME returns = real [GetTimeOfDayScalePercentBJ] title = "昼夜时间流逝速度" description = "昼夜时间流逝速度" comment = "百分比数值, 100为默认值." category = TC_GAME returns = real [GetAbilityName] title = "技能名称" description = "${技能} 的名称" comment = "" script_name = GetObjectName category = TC_GAME returns = string [[.args]] type = abilcode [GetAbilityEffectBJ] title = "技能效果路径名" description = "${技能} 的 ${EffectType} 路径名(序号: ${Index})" comment = "返回技能效果的模型路径,不管该效果是否存在.实际上就是技能编辑器中按Ctrl+D看到的文本内容. 该效果有多个模型时,序号表示取哪一个模型,如果该序号对应的文本内容不存在则返回上一序号." script_name = GetAbilityEffectById category = TC_GAME returns = string [[.args]] type = abilcode [[.args]] type = effecttype default = "EffectTypeEffect" [[.args]] type = integer default = "0" [GetAbilitySoundBJ] title = "技能音效名" description = "${技能} 的 ${SoundType} 名字" comment = "同样,实际上就是技能编辑器中按Ctrl+D看到的文本内容." script_name = GetAbilitySoundById category = TC_GAME returns = string [[.args]] type = abilcode [[.args]] type = soundtype default = "SoundTypeEffect" [GetStoredBoolean] title = "读取布尔值[R]" description = "从${Game Cache}中读取布尔值,类别: ${Category},名称: ${文字}" comment = "如果该值不存在则返回false." category = TC_GAMECACHE returns = boolean [[.args]] type = gamecache default = "GetLastCreatedGameCacheBJ" [[.args]] type = string default = "\"Category\"" [[.args]] type = string [HaveStoredValue] title = "缓存项存在" description = "名称为 ${文字} 的 ${Type} 类缓存项被保存在类别: ${Category} 缓存: ${Game Cache}" comment = "" category = TC_GAMECACHE use_in_event = 0 returns = boolean [[.args]] type = string [[.args]] type = cachevaluetype default = "CacheValueTypeUnit" [[.args]] type = string default = "\"Category\"" [[.args]] type = gamecache default = "GetLastCreatedGameCacheBJ" [GetStoredInteger] title = "缓存读取整数 [C]" description = "从${Game Cache}中读取整数值,类别: ${Category},名称: ${文字}" comment = "如果该值不存在则返回0." category = TC_GAMECACHE returns = integer [[.args]] type = gamecache default = "GetLastCreatedGameCacheBJ" [[.args]] type = string default = "\"Category\"" [[.args]] type = string [GetStoredReal] title = "缓存读取实数 [C]" description = "从 ${Game Cache} 中读取实数,类别: ${Category} 名称: ${文字}" comment = "如果该值不存在则返回0." category = TC_GAMECACHE returns = real [[.args]] type = gamecache default = "GetLastCreatedGameCacheBJ" [[.args]] type = string default = "\"Category\"" [[.args]] type = string [GetStoredString] title = "读取字符串 [C]" description = "从 ${Game Cache} 中读取字符串,类别: ${Category} 名称: ${文字}" comment = "如果该值不存在,则返回空字符串. 注意,空字符串不等于null" category = TC_GAMECACHE returns = string [[.args]] type = gamecache default = "GetLastCreatedGameCacheBJ" [[.args]] type = string default = "\"Category\"" [[.args]] type = string [InitGameCache] title = "新建游戏缓存 [R]" description = "新建游戏缓存: ${缓存名}" comment = "创建一个新的游戏缓存,一个地图最多只有有256个游戏缓存." category = TC_GAMECACHE returns = gamecache [[.args]] type = string default = "\"MapName.w3v\"" [WaygateIsActiveBJ] title = "传送门激活" description = "${传送门} 处于激活状态" comment = "" script_name = WaygateIsActive category = TC_NEUTRALBUILDING returns = boolean [[.args]] type = unit [GetResourceAmount] title = "储金量" description = "${金矿} 的储金量" comment = "只对金矿有效." category = TC_NEUTRALBUILDING returns = integer [[.args]] type = unit [WaygateGetDestinationX] title = "传送门目的地X坐标" description = "${传送门} 的目的地X坐标" comment = "" category = TC_NEUTRALBUILDING returns = real [[.args]] type = unit default = "GetTriggerUnit" [WaygateGetDestinationY] title = "传送门目的地Y坐标" description = "${传送门} 的目的地Y坐标" comment = "" category = TC_NEUTRALBUILDING returns = real [[.args]] type = unit default = "GetTriggerUnit" [WaygateGetDestinationLocBJ] title = "传送门目的地" description = "${传送门} 的目的地" comment = "会创建点." category = TC_NEUTRALBUILDING returns = location [[.args]] type = unit [LoadBooleanBJ] title = "<1.24> 从哈希表提取布尔" description = "在子索引 ${Value} 主索引 ${Value} 的 ${Hashtable} 内提取布尔" comment = "如果不存在则返回False" category = TC_HASHTABLE returns = boolean [[.args]] type = integer [[.args]] type = integer [[.args]] type = hashtable default = "GetLastCreatedHashtableBJ" [LoadBoolean] title = "<1.24> 从哈希表提取布尔 [C]" description = "在 ${Hashtable} 的主索引 ${Value} 子索引 ${Value} 内提取布尔" comment = "如果不存在则返回False" category = TC_HASHTABLE returns = boolean [[.args]] type = hashtable default = "GetLastCreatedHashtableBJ" [[.args]] type = integer [[.args]] type = integer [HaveSavedValue] title = "<1.24> 哈希项存在" description = "子索引为 ${Value} 的 ${Type} 类数据被保存在主索引为 ${Value} 的 ${Hashtable} 中" comment = "" category = TC_HASHTABLE use_in_event = 0 returns = boolean [[.args]] type = integer [[.args]] type = hashtablevaluetype default = "HashtableValueTypeHandle" [[.args]] type = integer [[.args]] type = hashtable default = "GetLastCreatedHashtableBJ" [GetHandleIdBJ] title = "<1.24> 获取对象的h2i值" description = "转换 ${Handle} 为整数" comment = "创建一个对应该handle的临时密钥,可以在哈希表中作为索引号使用.当该handle被彻底销毁时,密钥会被回收." category = TC_HASHTABLE returns = integer [[.args]] type = handle [GetHandleId] title = "<1.24> 获取对象的h2i值 [C]" description = "转换 ${Handle} 为整数" comment = "创建一个对应该handle的临时密钥,可以在哈希表中作为索引号使用.当该handle被彻底销毁时,密钥会被回收." category = TC_HASHTABLE returns = integer [[.args]] type = handle [StringHashBJ] title = "<1.24> 获取字符串的哈希值" description = "转换 ${String} 为整数" comment = "创建一个对应该字符串的永久密钥,可以在哈希表中作为索引号使用" category = TC_HASHTABLE returns = integer [[.args]] type = string [LoadIntegerBJ] title = "<1.24> 从哈希表提取整数" description = "在子索引 ${Value} 主索引 ${Value} 的 ${Hashtable} 内提取整数" comment = "如果不存在则返回0" category = TC_HASHTABLE returns = integer [[.args]] type = integer [[.args]] type = integer [[.args]] type = hashtable default = "GetLastCreatedHashtableBJ" [LoadInteger] title = "<1.24> 从哈希表提取整数 [C]" description = "在 ${Hashtable} 的主索引 ${Value} 子索引 ${Value} 内提取整数" comment = "如果不存在则返回0" category = TC_HASHTABLE returns = integer [[.args]] type = hashtable default = "GetLastCreatedHashtableBJ" [[.args]] type = integer [[.args]] type = integer [LoadRealBJ] title = "<1.24> 从哈希表提取实数" description = "在子索引 ${Value} 主索引 ${Value} 的 ${Hashtable} 内提取实数" comment = "如果不存在则返回0.00" category = TC_HASHTABLE returns = real [[.args]] type = integer [[.args]] type = integer [[.args]] type = hashtable default = "GetLastCreatedHashtableBJ" [LoadReal] title = "<1.24> 从哈希表提取实数 [C]" description = "在 ${Hashtable} 的主索引 ${Value} 子索引 ${Value} 内提取实数" comment = "如果不存在则返回0.00" category = TC_HASHTABLE returns = real [[.args]] type = hashtable default = "GetLastCreatedHashtableBJ" [[.args]] type = integer [[.args]] type = integer [LoadStringBJ] title = "<1.24> 从哈希表提取字符串" description = "在子索引 ${Value} 主索引 ${Value} 的 ${Hashtable} 内提取字符串" comment = "如果不存在则返回空字符串" category = TC_HASHTABLE use_in_event = 0 returns = string [[.args]] type = integer [[.args]] type = integer [[.args]] type = hashtable default = "GetLastCreatedHashtableBJ" [LoadStr] title = "<1.24> 从哈希表提取字符串 [C]" description = "在 ${Hashtable} 的主索引 ${Value} 子索引 ${Value} 内提取字符串" comment = "如果不存在则返回空" category = TC_HASHTABLE use_in_event = 0 returns = string [[.args]] type = hashtable default = "GetLastCreatedHashtableBJ" [[.args]] type = integer [[.args]] type = integer [LoadPlayerHandleBJ] title = "<1.24> 从哈希表提取玩家" description = "在子索引 ${Value} 主索引 ${Value} 的 ${Hashtable} 内提取玩家" comment = "如果不存在则返回空" category = TC_HASHTABLE returns = player [[.args]] type = integer [[.args]] type = integer [[.args]] type = hashtable default = "GetLastCreatedHashtableBJ" [LoadPlayerHandle] title = "<1.24> 从哈希表提取玩家 [C]" description = "在 ${Hashtable} 的主索引 ${Value} 子索引 ${Value} 内提取玩家" comment = "如果不存在则返回空" category = TC_HASHTABLE returns = player [[.args]] type = hashtable default = "GetLastCreatedHashtableBJ" [[.args]] type = integer [[.args]] type = integer [LoadDestructableHandleBJ] title = "<1.24> 从哈希表提取可破坏物" description = "在子索引 ${Value} 主索引 ${Value} 的 ${Hashtable} 内提取可破坏物" comment = "如果不存在则返回空" category = TC_HASHTABLE returns = destructable [[.args]] type = integer [[.args]] type = integer [[.args]] type = hashtable default = "GetLastCreatedHashtableBJ" [LoadDestructableHandle] title = "<1.24> 从哈希表提取可破坏物 [C]" description = "在 ${Hashtable} 的主索引 ${Value} 子索引 ${Value} 内提取可破坏物" comment = "如果不存在则返回空" category = TC_HASHTABLE returns = destructable [[.args]] type = hashtable default = "GetLastCreatedHashtableBJ" [[.args]] type = integer [[.args]] type = integer [LoadItemHandleBJ] title = "<1.24> 从哈希表提取物品" description = "在子索引 ${Value} 主索引 ${Value} 的 ${Hashtable} 内提取物品" comment = "如果不存在则返回空" category = TC_HASHTABLE returns = item [[.args]] type = integer [[.args]] type = integer [[.args]] type = hashtable default = "GetLastCreatedHashtableBJ" [LoadItemHandle] title = "<1.24> 从哈希表提取物品 [C]" description = "在 ${Hashtable} 的主索引 ${Value} 子索引 ${Value} 内提取物品" comment = "如果不存在则返回空" category = TC_HASHTABLE returns = item [[.args]] type = hashtable default = "GetLastCreatedHashtableBJ" [[.args]] type = integer [[.args]] type = integer [LoadUnitHandleBJ] title = "<1.24> 从哈希表提取单位" description = "在子索引 ${Value} 主索引 ${Value} 的 ${Hashtable} 内提取单位" comment = "如果不存在则返回空" category = TC_HASHTABLE returns = unit [[.args]] type = integer [[.args]] type = integer [[.args]] type = hashtable default = "GetLastCreatedHashtableBJ" [LoadUnitHandle] title = "<1.24> 从哈希表提取单位 [C]" description = "在 ${Hashtable} 的主索引 ${Value} 子索引 ${Value} 内提取单位" comment = "如果不存在则返回空" category = TC_HASHTABLE returns = unit [[.args]] type = hashtable default = "GetLastCreatedHashtableBJ" [[.args]] type = integer [[.args]] type = integer [YDWELoadAbilityHandleBJ] title = "<1.24> 从哈希表提取技能" description = "在子索引 ${Value} 主索引 ${Value} 的 ${Hashtable} 内提取技能" comment = "如果不存在则返回空" category = TC_HASHTABLE returns = abilcode [[.args]] type = integer [[.args]] type = integer [[.args]] type = hashtable default = "GetLastCreatedHashtableBJ" [YDWELoadAbilityHandle] title = "<1.24> 从哈希表提取技能 [C]" description = "在 ${Hashtable} 的主索引 ${Value} 子索引 ${Value} 内提取技能" comment = "如果不存在则返回空" category = TC_HASHTABLE returns = abilcode [[.args]] type = hashtable default = "GetLastCreatedHashtableBJ" [[.args]] type = integer [[.args]] type = integer [LoadTimerHandleBJ] title = "<1.24> 从哈希表提取计时器" description = "在子索引 ${Value} 主索引 ${Value} 的 ${Hashtable} 内提取计时器" comment = "如果不存在则返回空" category = TC_HASHTABLE returns = timer [[.args]] type = integer [[.args]] type = integer [[.args]] type = hashtable default = "GetLastCreatedHashtableBJ" [LoadTimerHandle] title = "<1.24> 从哈希表提取计时器 [C]" description = "在 ${Hashtable} 的主索引 ${Value} 子索引 ${Value} 内提取计时器" comment = "如果不存在则返回空" category = TC_HASHTABLE returns = timer [[.args]] type = hashtable default = "GetLastCreatedHashtableBJ" [[.args]] type = integer [[.args]] type = integer [LoadTriggerHandleBJ] title = "<1.24> 从哈希表提取触发器" description = "在子索引 ${Value} 主索引 ${Value} 的 ${Hashtable} 内提取触发器" comment = "如果不存在则返回空" category = TC_HASHTABLE returns = trigger [[.args]] type = integer [[.args]] type = integer [[.args]] type = hashtable default = "GetLastCreatedHashtableBJ" [LoadTriggerHandle] title = "<1.24> 从哈希表提取触发器 [C]" description = "在 ${Hashtable} 的主索引 ${Value} 子索引 ${Value} 内提取触发器" comment = "如果不存在则返回空" category = TC_HASHTABLE returns = trigger [[.args]] type = hashtable default = "GetLastCreatedHashtableBJ" [[.args]] type = integer [[.args]] type = integer [LoadTriggerConditionHandleBJ] title = "<1.24> 从哈希表提取触发条件" description = "在子索引 ${Value} 主索引 ${Value} 的 ${Hashtable} 内提取触发条件" comment = "如果不存在则返回空" category = TC_HASHTABLE returns = triggercondition [[.args]] type = integer [[.args]] type = integer [[.args]] type = hashtable default = "GetLastCreatedHashtableBJ" [LoadTriggerConditionHandle] title = "<1.24> 从哈希表提取触发条件 [C]" description = "在 ${Hashtable} 的主索引 ${Value} 子索引 ${Value} 内提取触发条件" comment = "如果不存在则返回空" category = TC_HASHTABLE returns = triggercondition [[.args]] type = hashtable default = "GetLastCreatedHashtableBJ" [[.args]] type = integer [[.args]] type = integer [LoadTriggerActionHandleBJ] title = "<1.24> 从哈希表提取触发动作" description = "在子索引 ${Value} 主索引 ${Value} 的 ${Hashtable} 内提取触发动作" comment = "如果不存在则返回空" category = TC_HASHTABLE returns = triggeraction [[.args]] type = integer [[.args]] type = integer [[.args]] type = hashtable default = "GetLastCreatedHashtableBJ" [LoadTriggerActionHandle] title = "<1.24> 从哈希表提取触发动作 [C]" description = "在 ${Hashtable} 的主索引 ${Value} 子索引 ${Value} 内提取触发动作" comment = "如果不存在则返回空" category = TC_HASHTABLE returns = triggeraction [[.args]] type = hashtable default = "GetLastCreatedHashtableBJ" [[.args]] type = integer [[.args]] type = integer [LoadTriggerEventHandleBJ] title = "<1.24> 从哈希表提取触发事件" description = "在子索引 ${Value} 主索引 ${Value} 的 ${Hashtable} 内提取触发事件" comment = "如果不存在则返回空" category = TC_HASHTABLE returns = event [[.args]] type = integer [[.args]] type = integer [[.args]] type = hashtable default = "GetLastCreatedHashtableBJ" [LoadTriggerEventHandle] title = "<1.24> 从哈希表提取触发事件 [C]" description = "在 ${Hashtable} 的主索引 ${Value} 子索引 ${Value} 内提取触发事件" comment = "如果不存在则返回空" category = TC_HASHTABLE returns = event [[.args]] type = hashtable default = "GetLastCreatedHashtableBJ" [[.args]] type = integer [[.args]] type = integer [LoadForceHandleBJ] title = "<1.24> 从哈希表提取玩家组" description = "在子索引 ${Value} 主索引 ${Value} 的 ${Hashtable} 内提取玩家组" comment = "如果不存在则返回空" category = TC_HASHTABLE returns = force [[.args]] type = integer [[.args]] type = integer [[.args]] type = hashtable default = "GetLastCreatedHashtableBJ" [LoadForceHandle] title = "<1.24> 从哈希表提取玩家组 [C]" description = "在 ${Hashtable} 的主索引 ${Value} 子索引 ${Value} 内提取玩家组" comment = "如果不存在则返回空" category = TC_HASHTABLE returns = force [[.args]] type = hashtable default = "GetLastCreatedHashtableBJ" [[.args]] type = integer [[.args]] type = integer [LoadGroupHandleBJ] title = "<1.24> 从哈希表提取单位组" description = "在子索引 ${Value} 主索引 ${Value} 的 ${Hashtable} 内提取单位组" comment = "如果不存在则返回空" category = TC_HASHTABLE returns = group [[.args]] type = integer [[.args]] type = integer [[.args]] type = hashtable default = "GetLastCreatedHashtableBJ" [LoadGroupHandle] title = "<1.24> 从哈希表提取单位组 [C]" description = "在 ${Hashtable} 的主索引 ${Value} 子索引 ${Value} 内提取单位组" comment = "如果不存在则返回空" category = TC_HASHTABLE returns = group [[.args]] type = hashtable default = "GetLastCreatedHashtableBJ" [[.args]] type = integer [[.args]] type = integer [LoadLocationHandleBJ] title = "<1.24> 从哈希表提取点" description = "在子索引 ${Value} 主索引 ${Value} 的 ${Hashtable} 内提取点" comment = "如果不存在则返回空" category = TC_HASHTABLE returns = location [[.args]] type = integer [[.args]] type = integer [[.args]] type = hashtable default = "GetLastCreatedHashtableBJ" [LoadLocationHandle] title = "<1.24> 从哈希表提取点 [C]" description = "在 ${Hashtable} 的主索引 ${Value} 子索引 ${Value} 内提取点" comment = "如果不存在则返回空" category = TC_HASHTABLE returns = location [[.args]] type = hashtable default = "GetLastCreatedHashtableBJ" [[.args]] type = integer [[.args]] type = integer [LoadRegionHandleBJ] title = "<1.24> 从哈希表提取区域(不规则)" description = "在子索引 ${Value} 主索引 ${Value} 的 ${Hashtable} 内提取区域(不规则)" comment = "如果不存在则返回空" category = TC_HASHTABLE returns = region [[.args]] type = integer [[.args]] type = integer [[.args]] type = hashtable default = "GetLastCreatedHashtableBJ" [LoadRegionHandle] title = "<1.24> 从哈希表提取区域(不规则) [C]" description = "在 ${Hashtable} 的主索引 ${Value} 子索引 ${Value} 内提取区域(不规则)" comment = "如果不存在则返回空" category = TC_HASHTABLE returns = region [[.args]] type = hashtable default = "GetLastCreatedHashtableBJ" [[.args]] type = integer [[.args]] type = integer [LoadRectHandleBJ] title = "<1.24> 从哈希表提取区域(矩型)" description = "在子索引 ${Value} 主索引 ${Value} 的 ${Hashtable} 内提取区域(矩型)" comment = "如果不存在则返回空" category = TC_HASHTABLE returns = rect [[.args]] type = integer [[.args]] type = integer [[.args]] type = hashtable default = "GetLastCreatedHashtableBJ" [LoadRectHandle] title = "<1.24> 从哈希表提取区域(矩型) [C]" description = "在 ${Hashtable} 的主索引 ${Value} 子索引 ${Value} 内提取区域(矩型)" comment = "如果不存在则返回空" category = TC_HASHTABLE returns = rect [[.args]] type = hashtable default = "GetLastCreatedHashtableBJ" [[.args]] type = integer [[.args]] type = integer [LoadBooleanExprHandleBJ] title = "<1.24> 从哈希表提取布尔表达式" description = "在子索引 ${Value} 主索引 ${Value} 的 ${Hashtable} 内提取布尔表达式" comment = "如果不存在则返回空" category = TC_HASHTABLE returns = boolexpr [[.args]] type = integer [[.args]] type = integer [[.args]] type = hashtable default = "GetLastCreatedHashtableBJ" [LoadBooleanExprHandle] title = "<1.24> 从哈希表提取布尔表达式 [C]" description = "在 ${Hashtable} 的主索引 ${Value} 子索引 ${Value} 内提取布尔表达式" comment = "如果不存在则返回空" category = TC_HASHTABLE returns = boolexpr [[.args]] type = hashtable default = "GetLastCreatedHashtableBJ" [[.args]] type = integer [[.args]] type = integer [LoadSoundHandleBJ] title = "<1.24> 从哈希表提取音效" description = "在子索引 ${Value} 主索引 ${Value} 的 ${Hashtable} 内提取音效" comment = "如果不存在则返回空" category = TC_HASHTABLE returns = sound [[.args]] type = integer [[.args]] type = integer [[.args]] type = hashtable default = "GetLastCreatedHashtableBJ" [LoadSoundHandle] title = "<1.24> 从哈希表提取音效 [C]" description = "在 ${Hashtable} 的主索引 ${Value} 子索引 ${Value} 内提取音效" comment = "如果不存在则返回空" category = TC_HASHTABLE returns = sound [[.args]] type = hashtable default = "GetLastCreatedHashtableBJ" [[.args]] type = integer [[.args]] type = integer [LoadEffectHandleBJ] title = "<1.24> 从哈希表提取特效" description = "在子索引 ${Value} 主索引 ${Value} 的 ${Hashtable} 内提取特效" comment = "如果不存在则返回空" category = TC_HASHTABLE returns = effect [[.args]] type = integer [[.args]] type = integer [[.args]] type = hashtable default = "GetLastCreatedHashtableBJ" [LoadEffectHandle] title = "<1.24> 从哈希表提取特效 [C]" description = "在 ${Hashtable} 的主索引 ${Value} 子索引 ${Value} 内提取特效" comment = "如果不存在则返回空" category = TC_HASHTABLE returns = effect [[.args]] type = hashtable default = "GetLastCreatedHashtableBJ" [[.args]] type = integer [[.args]] type = integer [LoadUnitPoolHandleBJ] title = "<1.24> 从哈希表提取单位池" description = "在子索引 ${Value} 主索引 ${Value} 的 ${Hashtable} 内提取单位池" comment = "如果不存在则返回空" category = TC_HASHTABLE returns = unitpool [[.args]] type = integer [[.args]] type = integer [[.args]] type = hashtable default = "GetLastCreatedHashtableBJ" [LoadUnitPoolHandle] title = "<1.24> 从哈希表提取单位池 [C]" description = "在 ${Hashtable} 的主索引 ${Value} 子索引 ${Value} 内提取单位池" comment = "如果不存在则返回空" category = TC_HASHTABLE returns = unitpool [[.args]] type = hashtable default = "GetLastCreatedHashtableBJ" [[.args]] type = integer [[.args]] type = integer [LoadItemPoolHandleBJ] title = "<1.24> 从哈希表提取物品池" description = "在子索引 ${Value} 主索引 ${Value} 的 ${Hashtable} 内提取物品池" comment = "如果不存在则返回空" category = TC_HASHTABLE returns = itempool [[.args]] type = integer [[.args]] type = integer [[.args]] type = hashtable default = "GetLastCreatedHashtableBJ" [LoadItemPoolHandle] title = "<1.24> 从哈希表提取物品池 [C]" description = "在 ${Hashtable} 的主索引 ${Value} 子索引 ${Value} 内提取物品池" comment = "如果不存在则返回空" category = TC_HASHTABLE returns = itempool [[.args]] type = hashtable default = "GetLastCreatedHashtableBJ" [[.args]] type = integer [[.args]] type = integer [LoadQuestHandleBJ] title = "<1.24> 从哈希表提取任务" description = "在子索引 ${Value} 主索引 ${Value} 的 ${Hashtable} 内提取任务" comment = "如果不存在则返回空" category = TC_HASHTABLE returns = quest [[.args]] type = integer [[.args]] type = integer [[.args]] type = hashtable default = "GetLastCreatedHashtableBJ" [LoadQuestHandle] title = "<1.24> 从哈希表提取任务 [C]" description = "在 ${Hashtable} 的主索引 ${Value} 子索引 ${Value} 内提取任务" comment = "如果不存在则返回空" category = TC_HASHTABLE returns = quest [[.args]] type = hashtable default = "GetLastCreatedHashtableBJ" [[.args]] type = integer [[.args]] type = integer [LoadQuestItemHandleBJ] title = "<1.24> 从哈希表提取任务要求" description = "在子索引 ${Value} 主索引 ${Value} 的 ${Hashtable} 内提取任务要求" comment = "如果不存在则返回空" category = TC_HASHTABLE returns = questitem [[.args]] type = integer [[.args]] type = integer [[.args]] type = hashtable default = "GetLastCreatedHashtableBJ" [LoadQuestItemHandle] title = "<1.24> 从哈希表提取任务要求 [C]" description = "在 ${Hashtable} 的主索引 ${Value} 子索引 ${Value} 内提取任务要求" comment = "如果不存在则返回空" category = TC_HASHTABLE returns = questitem [[.args]] type = hashtable default = "GetLastCreatedHashtableBJ" [[.args]] type = integer [[.args]] type = integer [LoadDefeatConditionHandleBJ] title = "<1.24> 从哈希表提取失败条件" description = "在子索引 ${Value} 主索引 ${Value} 的 ${Hashtable} 内提取失败条件" comment = "如果不存在则返回空" category = TC_HASHTABLE returns = defeatcondition [[.args]] type = integer [[.args]] type = integer [[.args]] type = hashtable default = "GetLastCreatedHashtableBJ" [LoadDefeatConditionHandle] title = "<1.24> 从哈希表提取失败条件 [C]" description = "在 ${Hashtable} 的主索引 ${Value} 子索引 ${Value} 内提取失败条件" comment = "如果不存在则返回空" category = TC_HASHTABLE returns = defeatcondition [[.args]] type = hashtable default = "GetLastCreatedHashtableBJ" [[.args]] type = integer [[.args]] type = integer [LoadTimerDialogHandleBJ] title = "<1.24> 从哈希表提取计时器窗口" description = "在子索引 ${Value} 主索引 ${Value} 的 ${Hashtable} 内提取计时器窗口" comment = "如果不存在则返回空" category = TC_HASHTABLE returns = timerdialog [[.args]] type = integer [[.args]] type = integer [[.args]] type = hashtable default = "GetLastCreatedHashtableBJ" [LoadTimerDialogHandle] title = "<1.24> 从哈希表提取计时器窗口 [C]" description = "在 ${Hashtable} 的主索引 ${Value} 子索引 ${Value} 内提取计时器窗口" comment = "如果不存在则返回空" category = TC_HASHTABLE returns = timerdialog [[.args]] type = hashtable default = "GetLastCreatedHashtableBJ" [[.args]] type = integer [[.args]] type = integer [LoadLeaderboardHandleBJ] title = "<1.24> 从哈希表提取排行榜" description = "在子索引 ${Value} 主索引 ${Value} 的 ${Hashtable} 内提取排行榜" comment = "如果不存在则返回空" category = TC_HASHTABLE returns = leaderboard [[.args]] type = integer [[.args]] type = integer [[.args]] type = hashtable default = "GetLastCreatedHashtableBJ" [LoadLeaderboardHandle] title = "<1.24> 从哈希表提取排行榜 [C]" description = "在 ${Hashtable} 的主索引 ${Value} 子索引 ${Value} 内提取排行榜" comment = "如果不存在则返回空" category = TC_HASHTABLE returns = leaderboard [[.args]] type = hashtable default = "GetLastCreatedHashtableBJ" [[.args]] type = integer [[.args]] type = integer [LoadMultiboardHandleBJ] title = "<1.24> 从哈希表提取多面板" description = "在子索引 ${Value} 主索引 ${Value} 的 ${Hashtable} 内提取多面板" comment = "如果不存在则返回空" category = TC_HASHTABLE returns = multiboard [[.args]] type = integer [[.args]] type = integer [[.args]] type = hashtable default = "GetLastCreatedHashtableBJ" [LoadMultiboardHandle] title = "<1.24> 从哈希表提取多面板 [C]" description = "在 ${Hashtable} 的主索引 ${Value} 子索引 ${Value} 内提取多面板" comment = "如果不存在则返回空" category = TC_HASHTABLE returns = multiboard [[.args]] type = hashtable default = "GetLastCreatedHashtableBJ" [[.args]] type = integer [[.args]] type = integer [LoadMultiboardItemHandleBJ] title = "<1.24> 从哈希表提取多面板项目" description = "在子索引 ${Value} 主索引 ${Value} 的 ${Hashtable} 内提取多面板项目" comment = "如果不存在则返回空" category = TC_HASHTABLE returns = multiboarditem [[.args]] type = integer [[.args]] type = integer [[.args]] type = hashtable default = "GetLastCreatedHashtableBJ" [LoadMultiboardItemHandle] title = "<1.24> 从哈希表提取多面板项目 [C]" description = "在 ${Hashtable} 的主索引 ${Value} 子索引 ${Value} 内提取多面板项目" comment = "如果不存在则返回空" category = TC_HASHTABLE returns = multiboarditem [[.args]] type = hashtable default = "GetLastCreatedHashtableBJ" [[.args]] type = integer [[.args]] type = integer [LoadTrackableHandleBJ] title = "<1.24> 从哈希表提取可追踪物" description = "在子索引 ${Value} 主索引 ${Value} 的 ${Hashtable} 内提取可追踪物" comment = "如果不存在则返回空" category = TC_HASHTABLE returns = trackable [[.args]] type = integer [[.args]] type = integer [[.args]] type = hashtable default = "GetLastCreatedHashtableBJ" [LoadTrackableHandle] title = "<1.24> 从哈希表提取可追踪物 [C]" description = "在 ${Hashtable} 的主索引 ${Value} 子索引 ${Value} 内提取可追踪物" comment = "如果不存在则返回空" category = TC_HASHTABLE returns = trackable [[.args]] type = hashtable default = "GetLastCreatedHashtableBJ" [[.args]] type = integer [[.args]] type = integer [LoadDialogHandleBJ] title = "<1.24> 从哈希表提取对话框" description = "在子索引 ${Value} 主索引 ${Value} 的 ${Hashtable} 内提取对话框" comment = "如果不存在则返回空" category = TC_HASHTABLE returns = dialog [[.args]] type = integer [[.args]] type = integer [[.args]] type = hashtable default = "GetLastCreatedHashtableBJ" [LoadDialogHandle] title = "<1.24> 从哈希表提取对话框 [C]" description = "在 ${Hashtable} 的主索引 ${Value} 子索引 ${Value} 内提取对话框" comment = "如果不存在则返回空" category = TC_HASHTABLE returns = dialog [[.args]] type = hashtable default = "GetLastCreatedHashtableBJ" [[.args]] type = integer [[.args]] type = integer [LoadButtonHandleBJ] title = "<1.24> 从哈希表提取对话框按钮" description = "在子索引 ${Value} 主索引 ${Value} 的 ${Hashtable} 内提取对话框按钮" comment = "如果不存在则返回空" category = TC_HASHTABLE returns = button [[.args]] type = integer [[.args]] type = integer [[.args]] type = hashtable default = "GetLastCreatedHashtableBJ" [LoadButtonHandle] title = "<1.24> 从哈希表提取对话框按钮 [C]" description = "在 ${Hashtable} 的主索引 ${Value} 子索引 ${Value} 内提取对话框按钮" comment = "如果不存在则返回空" category = TC_HASHTABLE returns = button [[.args]] type = hashtable default = "GetLastCreatedHashtableBJ" [[.args]] type = integer [[.args]] type = integer [LoadTextTagHandleBJ] title = "<1.24> 从哈希表提取漂浮文字" description = "在子索引 ${Value} 主索引 ${Value} 的 ${Hashtable} 内提取漂浮文字" comment = "如果不存在则返回空" category = TC_HASHTABLE returns = texttag [[.args]] type = integer [[.args]] type = integer [[.args]] type = hashtable default = "GetLastCreatedHashtableBJ" [LoadTextTagHandle] title = "<1.24> 从哈希表提取漂浮文字 [C]" description = "在 ${Hashtable} 的主索引 ${Value} 子索引 ${Value} 内提取漂浮文字" comment = "如果不存在则返回空" category = TC_HASHTABLE returns = texttag [[.args]] type = hashtable default = "GetLastCreatedHashtableBJ" [[.args]] type = integer [[.args]] type = integer [LoadLightningHandleBJ] title = "<1.24> 从哈希表提取闪电效果" description = "在子索引 ${Value} 主索引 ${Value} 的 ${Hashtable} 内提取闪电效果" comment = "如果不存在则返回空" category = TC_HASHTABLE returns = lightning [[.args]] type = integer [[.args]] type = integer [[.args]] type = hashtable default = "GetLastCreatedHashtableBJ" [LoadLightningHandle] title = "<1.24> 从哈希表提取闪电效果 [C]" description = "在 ${Hashtable} 的主索引 ${Value} 子索引 ${Value} 内提取闪电效果" comment = "如果不存在则返回空" category = TC_HASHTABLE returns = lightning [[.args]] type = hashtable default = "GetLastCreatedHashtableBJ" [[.args]] type = integer [[.args]] type = integer [LoadImageHandleBJ] title = "<1.24> 从哈希表提取图象" description = "在子索引 ${Value} 主索引 ${Value} 的 ${Hashtable} 内提取图象" comment = "如果不存在则返回空" category = TC_HASHTABLE returns = image [[.args]] type = integer [[.args]] type = integer [[.args]] type = hashtable default = "GetLastCreatedHashtableBJ" [LoadImageHandle] title = "<1.24> 从哈希表提取图象 [C]" description = "在 ${Hashtable} 的主索引 ${Value} 子索引 ${Value} 内提取图象" comment = "如果不存在则返回空" category = TC_HASHTABLE returns = image [[.args]] type = hashtable default = "GetLastCreatedHashtableBJ" [[.args]] type = integer [[.args]] type = integer [LoadUbersplatHandleBJ] title = "<1.24> 从哈希表提取地面纹理变化" description = "在子索引 ${Value} 主索引 ${Value} 的 ${Hashtable} 内提取地面纹理变化" comment = "如果不存在则返回空" category = TC_HASHTABLE returns = ubersplat [[.args]] type = integer [[.args]] type = integer [[.args]] type = hashtable default = "GetLastCreatedHashtableBJ" [LoadUbersplatHandle] title = "<1.24> 从哈希表提取地面纹理变化 [C]" description = "在 ${Hashtable} 的主索引 ${Value} 子索引 ${Value} 内提取地面纹理变化" comment = "如果不存在则返回空" category = TC_HASHTABLE returns = ubersplat [[.args]] type = hashtable default = "GetLastCreatedHashtableBJ" [[.args]] type = integer [[.args]] type = integer [LoadFogStateHandleBJ] title = "<1.24> 从哈希表提取迷雾状态" description = "在子索引 ${Value} 主索引 ${Value} 的 ${Hashtable} 内提取迷雾状态" comment = "如果不存在则返回空" category = TC_HASHTABLE returns = fogstate [[.args]] type = integer [[.args]] type = integer [[.args]] type = hashtable default = "GetLastCreatedHashtableBJ" [LoadFogStateHandle] title = "<1.24> 从哈希表提取迷雾状态 [C]" description = "在 ${Hashtable} 的主索引 ${Value} 子索引 ${Value} 内提取迷雾状态" comment = "如果不存在则返回空" category = TC_HASHTABLE returns = fogstate [[.args]] type = hashtable default = "GetLastCreatedHashtableBJ" [[.args]] type = integer [[.args]] type = integer [LoadFogModifierHandleBJ] title = "<1.24> 从哈希表提取可见度修正器" description = "在子索引 ${Value} 主索引 ${Value} 的 ${Hashtable} 内提取可见度修正器" comment = "如果不存在则返回空" category = TC_HASHTABLE returns = fogmodifier [[.args]] type = integer [[.args]] type = integer [[.args]] type = hashtable default = "GetLastCreatedHashtableBJ" [LoadFogModifierHandle] title = "<1.24> 从哈希表提取可见度修正器 [C]" description = "在 ${Hashtable} 的主索引 ${Value} 子索引 ${Value} 内提取可见度修正器" comment = "如果不存在则返回空" category = TC_HASHTABLE returns = fogmodifier [[.args]] type = hashtable default = "GetLastCreatedHashtableBJ" [[.args]] type = integer [[.args]] type = integer [OperatorInt] title = "算术运算 Lv2" description = "${数值} ${运算符} ${数值}" comment = "" category = TC_MATH returns = integer [[.args]] type = integer [[.args]] type = ArithmeticOperator default = "OperatorAdd" [[.args]] type = integer default = "1" [OperatorReal] title = "算术运算 Lv2" description = "${Value} ${Operator} ${Value}" comment = "" category = TC_MATH returns = real [[.args]] type = real default = "0" [[.args]] type = ArithmeticOperator default = "OperatorAdd" [[.args]] type = real default = "0" [YDWEOperatorInt3] title = "算术运算 Lv3 [New!]" description = "${数值} ${运算符} ${数值} ${运算符} ${数值}" comment = "" category = TC_MATH returns = integer [[.args]] type = integer [[.args]] type = YArithmeticOperator default = "YOperatorAdd" [[.args]] type = integer default = "0" [[.args]] type = YArithmeticOperator default = "YOperatorAdd" [[.args]] type = integer default = "0" [YDWEOperatorReal3] title = "算术运算 Lv3 [New!]" description = "${数值} ${运算符} ${数值} ${运算符} ${数值}" comment = "" category = TC_MATH returns = real [[.args]] type = real [[.args]] type = YArithmeticOperator default = "YOperatorAdd" [[.args]] type = real default = "0" [[.args]] type = YArithmeticOperator default = "YOperatorAdd" [[.args]] type = real default = "0" [YDWE_PreloadSL_Get] title = "获取存档数据" description = "从${玩家}获取 ※${数据注释},从当前存档[${数据项索引}]上获取" comment = "从玩家本地存档上获取数据,需要填入正确的数据项索引,标签即该项数据的注释。" category = TC_YDSL returns = integer [[.args]] type = player default = "Player00" [[.args]] type = string [[.args]] type = integer min = 1 max = 500 [YDWE_PreloadSL_GetFile] title = "获取存档名(存档名单)[YDWE]" description = "为${玩家}在『${目录名}』下,获取索引为[${整数}]的存档名" comment = "高级功能,获取指定目录下某个玩家存档文件的名字,填写正确的索引,即可获得对应存档名。" category = TC_YDSL returns = string [[.args]] type = player default = "Player00" [[.args]] type = string [[.args]] type = integer min = 1 max = 16 [GetForLoopIndexA] title = "循环整数A" description = "循环整数A" comment = "" category = TC_FORLOOP returns = integer [GetForLoopIndexB] title = "循环整数B" description = "循环整数B" comment = "" category = TC_FORLOOP returns = integer [OrderId2StringBJ] title = "转换命令ID为字符串" description = "转换 ${Order} 为命令字符串" comment = "如''harvest'', ''move'', ''smart'', ''attack''都是命令字符串." category = TC_CONVERSION returns = string [[.args]] type = ordercode default = "GetIssuedOrderIdBJ" [UnitId2StringBJ] title = "转换单位类型为字符串" description = "转换 ${单位类型} 为字符串" comment = "" category = TC_CONVERSION returns = string [[.args]] type = unitcode default = "GetUnitTypeId" [GetLocalizedString] title = "本地字符串 [R]" description = "本地字符串: ${文字}" comment = "获取ui\\framedef\\globalstrings.fdf中定义的字符串." category = TC_CONVERSION use_in_event = 0 returns = string [[.args]] type = string [StringIdentity] title = "本地字符串" description = "本地字符串: ${文字}" comment = "获取ui\\framedef\\globalstrings.fdf中定义的字符串." script_name = GetLocalizedString category = TC_CONVERSION use_in_event = 0 returns = string [[.args]] type = string [GetLocalizedHotkey] title = "本地热键 " description = "本地热键: ${文字}" comment = "获取ui\\miscui.txt中定义的热键." category = TC_CONVERSION use_in_event = 0 returns = integer [[.args]] type = string [StringCase] title = "大小写转换" description = "转换 ${字符串} 为 ${Lower/Upper Case} 形式" comment = "" category = TC_CONVERSION returns = string [[.args]] type = StringExt [[.args]] type = stringcaseoption default = "StringCaseLower" [Location] title = "坐标点" description = "坐标(${X}, ${Y})" comment = "会创建点." category = TC_CONVERSION returns = location [[.args]] type = real default = "0" [[.args]] type = real default = "0" [String2UnitIdBJ] title = "转换字符串为单位类型" description = "转换 ${字符串} 为单位类型" comment = "" script_name = UnitId category = TC_CONVERSION returns = unitcode [[.args]] type = string default = "footman" [String2OrderIdBJ] title = "转换命令字符串为命令ID" description = "转换 ${字符串} 为命令ID" comment = "如''harvest'', ''move'', ''smart'', ''attack''都是命令字符串." category = TC_CONVERSION returns = ordercode [[.args]] type = string default = "stop" [UnitId2OrderIdBJ] title = "转换单位类型为命令ID" description = "转换 ${单位类型} 为命令ID" comment = "" category = TC_CONVERSION returns = ordercode [[.args]] type = unitcode default = "hfoo" [ConvertedPlayer] title = "转换玩家ID为玩家" description = "玩家 ${Player Index}" comment = "玩家ID取值1-16." category = TC_CONVERSION returns = player [[.args]] type = integer default = "1" min = 1 max = 16 [YDWEGetGameCurrentTime] title = "计时器系统-获取游戏当前时间" description = "获取游戏当前时间" comment = "获得从游戏开始到目前流逝的时间,以秒为单位。" category = TC_YDST returns = integer [YDWETimerSystemGetRunIndex] title = "计时器系统-获取中心计时器当前执行索引" description = "获取中心计时器当前执行索引" comment = "获得中心计时器运行触发器或函数目前为止的执行次数。" category = TC_YDST returns = integer [YDWEGetUnitItemSoftId] title = "物品在物品栏中的位置[YDWE]" description = "获取 ${单位} 物品栏中 ${物品} 的位置" comment = "返回物品所在单位物品栏中的位置,为1-6之间的某个值;若单位身上不存在该物品,则返回0。" category = TC_YDST returns = integer [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = item default = "GetManipulatedItem" [YDWEConverUnitcodeToInt] title = "显示单位类型为整数[YDWE]" description = "显示<${单位类型}>为整数" comment = "单位类型本身是个整数,因此无需转换;该功能主要用于存储系统的路径设置中。" category = TC_YDST returns = integer [[.args]] type = unitcode [YDWEConverItemcodeToInt] title = "显示物品类型为整数[YDWE]" description = "显示<${物品类型}>为整数" comment = "物品类型本身是个整数,因此无需转换;该功能主要用于存储系统的路径设置中。" category = TC_YDST returns = integer [[.args]] type = itemcode [YDWEConverAbilcodeToInt] title = "显示技能类型为整数[YDWE]" description = "显示<${技能类型}>为整数" comment = "技能类型本身是个整数,因此无需转换;该功能主要用于存储系统的路径设置中。" category = TC_YDST returns = integer [[.args]] type = abilcode [YDWEConverOrdercodeToInt] title = "显示命令ID为整数[YDWE]" description = "显示<${命令ID}>为整数" comment = "命令ID本身是个整数,因此无需转换;该功能主要用于存储系统的路径设置中。" category = TC_YDST returns = integer [[.args]] type = ordercode [YDWEI2UnitId] title = "转换整数为单位Id [YDWE]" description = "转换 ${整数} 为单位Id" comment = "将一个整数转换成单位ID,如输入1751543663,将转成步兵的ID。" category = TC_YDST returns = unitcode [[.args]] type = integer [YDWEI2ItemId] title = "转换整数为物品Id [YDWE]" description = "转换 ${整数} 为物品Id" comment = "将一个整数转换成物品ID,如输入1936749416,将转成魔法护盾的ID。" category = TC_YDST returns = itemcode [[.args]] type = integer [YDWES2Id] title = "转换字符串为Id [YDWE]" description = "需要转换成ID的字符串为:${字符窜}" comment = "将一个字符串转换成单位、物品等目标的ID;如spsh转换后为'spsh',届时可以通过聊天输入字符串来创建单位或物品。" category = TC_YDST returns = integer [[.args]] type = string default = "spsh" [YDWES2UnitId] title = "转换字符串为单位Id [YDWE]" description = "需要转换成单位Id的字符窜为:${字符窜}" comment = "将一个字符窜转换成单位ID,如输入hfoo,将转成步兵的ID。" category = TC_YDST returns = unitcode [[.args]] type = string default = "hfoo" [YDWES2ItemId] title = "转换字符串为物品Id [YDWE]" description = "需要转换成物品Id的字符串为:${字符窜}" comment = "将一个字符串转换成物品ID,如输入spsh,将转成魔法护盾的ID。" category = TC_YDST returns = itemcode [[.args]] type = string default = "spsh" [YDWEGetUnitGoldCost] title = "获取 黄金消耗 (单位类型)" description = "获取 ${单位} 建造时消耗的黄金" comment = "本触发只能获取普通单位建造时消耗的黄金,若填入英雄单位,将会获得固定值425" category = TC_YDST returns = integer [[.args]] type = unitcode default = "hfoo" [YDWEGetUnitWoodCost] title = "获取 木头消耗 (单位类型)" description = "获取 ${单位} 建造时消耗的木头" comment = "本触发只能获取普通单位建造时消耗的木头,若填入英雄单位,将会获得固定值100" category = TC_YDST returns = integer [[.args]] type = unitcode default = "hfoo" [YDWEGetUnitBuildTime] title = "获取 建造时间 (单位类型)" description = "获取 ${单位} 建造时需要的时间" comment = "本触发只能获取普通单位建造时需要的时间,若填入英雄单位,将会获得固定值55" category = TC_YDST returns = integer [[.args]] type = unitcode default = "hfoo" [YDWEGetUnitFoodUsed] title = "获取 消耗人口 (单位)" description = "获取 ${单位} 建造时消耗的人口" comment = "本触发只能获取普通单位建造时消耗的人口,若填入英雄单位,将会获得固定值5" category = TC_YDST returns = integer [[.args]] type = unit default = "GetTriggerUnit" [YDWEGetUnitFoodMade] title = "获取 提供人口 (单位)" description = "获取 ${单位} 建造后提供的人口" comment = "本触发只能获取普通单位建造后提供的人口,若填入英雄单位,将会获得固定值0" category = TC_YDST returns = integer [[.args]] type = unit default = "GetTriggerUnit" [YDWECoordinateX] title = "修正X坐标 [YDWE]" description = "需要修正的X坐标为:${实数}" comment = "设修正X坐标,强制它大于地图边界最小值,小于地图边界最大值,避免弹出游戏错误。" category = TC_YDST returns = real [[.args]] type = real [YDWECoordinateY] title = "修正Y坐标 [YDWE]" description = "需要修正的Y坐标为:${实数}" comment = "设修正Y坐标,强制它大于地图边界最小值,小于地图边界最大值,避免弹出游戏错误。" category = TC_YDST returns = real [[.args]] type = real [YDWEDistanceBetweenUnits] title = "两个单位之间的距离 [YDWE]" description = "从${单位}到${单位}的距离" comment = "获取两个单位之间的距离。" category = TC_YDST returns = real [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = unit default = "GetLastCreatedUnit" [YDWEAngleBetweenUnits] title = "两个单位之间的角度 [YDWE]" description = "从${单位}到${单位}的角度" comment = "获取两个单位之间的角度。" category = TC_YDST returns = degree [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = unit default = "GetLastCreatedUnit" [YDWEGetUnitArmor] title = "获取单位护甲" description = "获取 ${单位} 的护甲值,关联技能为 ${辅助技能}" comment = "可以获取单位的护甲值;需要保证混乱攻击对所有护甲均为100%伤害。关联技能的设置请参考example文件夹下的辅助地图。" category = TC_YDST returns = real [[.args]] type = unit default = "GetTriggerUnit" [[.args]] type = abilcode [YDWEId2S] title = "转换Id为字符串" description = "需要转换的Id为:${整数}" comment = "将一个单位、物品等目标的Id转换成字符串;如'spsh'转换后为spsh。" category = TC_YDST returns = string [[.args]] type = integer default = "'spsh'" [YDWEGetPlayerColorString] title = "附加上玩家颜色" description = "|c[${玩家}]${Start}|r" comment = "" category = TC_YDST returns = string [[.args]] type = player default = "Player00" [[.args]] type = string [GetLastAbilityCastingUnit] title = "获取最后结束施放特殊技能的单位" description = "获取最后结束施放特殊技能的单位" comment = "响应单位释放特殊技能事件,当技能释放完毕后,可以获取最后施放特殊技能的单位。" category = TC_YDST returns = unit [GetLastAbilityTargetUnit] title = "获取最后被特殊技能命中的单位" description = "获取最后被特殊技能命中的单位" comment = "响应单位释放可以命中目标的特殊技能事件,如钩子、月神箭;当技能命中目标后,可以获取最后被特殊技能命中的单位。" category = TC_YDST returns = unit [YDWEInitHashtable] title = "新建哈希表(YDWE)" description = "新建哈希表" comment = "获得一个新哈希表。" category = TC_YDST use_in_event = 0 returns = hashtable [GetLearnedSkillLevel] title = "学习技能等级" description = "学习技能等级" comment = "响应'学习技能'单位事件,指代被学习技能的等级. 注意,该值为学习后的等级." category = TC_EVENTRESPONSE returns = integer [GetEventDamage] title = "伤害值" description = "单位所受伤害" comment = "响应'受到伤害'单位事件,指代单位所受伤害." category = TC_EVENTRESPONSE returns = real [GetOrderPointX] title = "命令发布点X坐标 [R]" description = "命令发布点X坐标" comment = "用坐标代替点可以省去创建、删除点的麻烦." category = TC_EVENTRESPONSE returns = real [GetOrderPointY] title = "命令发布点Y坐标 [R]" description = "命令发布点Y坐标" comment = "用坐标代替点可以省去创建、删除点的麻烦." category = TC_EVENTRESPONSE returns = real [GetSpellTargetX] title = "技能施放点X坐标" description = "获取技能目标点的X坐标" comment = "这是1.24的函数,但已加入函数库,在1.20也可以使用。" category = TC_EVENTRESPONSE returns = real [GetSpellTargetY] title = "技能施放点Y坐标" description = "获取技能目标点的Y坐标" comment = "这是1.24的函数,但已加入函数库,在1.20也可以使用。" category = TC_EVENTRESPONSE returns = real [GetTournamentFinishSoonTimeRemaining] title = "比赛剩余时间" description = "比赛剩余时间" comment = "响应'比赛事件'游戏将要结束. 单位为秒." category = TC_EVENTRESPONSE use_in_event = 0 returns = real [GetEventPlayerChatString] title = "输入的聊天信息" description = "输入的聊天信息" comment = "" category = TC_EVENTRESPONSE returns = string [GetEventPlayerChatStringMatched] title = "匹配的聊天信息" description = "匹配的聊天信息" comment = "" category = TC_EVENTRESPONSE returns = string [GetSaveBasicFilename] title = "存档文件名" description = "存档文件名" comment = "响应'游戏 - 保存进度'事件." category = TC_EVENTRESPONSE use_in_event = 0 returns = string [GetOrderPointLoc] title = "命令发布点" description = "命令发布点" comment = "响应'发布指定点目标命令'单位事件. 会创建点." category = TC_EVENTRESPONSE returns = location [GetSpellTargetLoc] title = "技能施放点" description = "技能施放点" comment = "响应'技能施放'单位事件. 注意技能施放结束将无法捕获该点. 会创建点." category = TC_EVENTRESPONSE use_in_event = 0 returns = location [CreateRegion] title = "新建区域 [R]" description = "新建区域" comment = "会创建一个新的不规则区域,如果不往该区域添加点或地区,则该区域无效果." category = TC_REGION use_in_event = 0 returns = region [GetTriggeringRegion] title = "触发区域 [R]" description = "触发区域" comment = "响应单位进入/离开不规则区域事件." category = TC_EVENTRESPONSE returns = region [GetAttackedUnitBJ] title = "被攻击单位" description = "被攻击单位" comment = "响应'被攻击'单位事件." script_name = GetTriggerUnit category = TC_EVENTRESPONSE returns = unit [GetAttacker] title = "攻击单位" description = "攻击单位" comment = "响应'被攻击'单位事件." category = TC_EVENTRESPONSE returns = unit [GetBuyingUnit] title = "购买者" description = "购买者" comment = "响应'出售单位','出售物品'或'抵押物品'单位事件." category = TC_EVENTRESPONSE use_in_event = 0 returns = unit [GetCancelledStructure] title = "被取消的建筑" description = "被取消的建筑" comment = "响应'取消建造建筑'单位事件." category = TC_EVENTRESPONSE returns = unit [GetSpellAbilityUnit] title = "施法单位" description = "施法单位" comment = "响应'施放技能'单位事件." category = TC_EVENTRESPONSE use_in_event = 0 returns = unit [GetConstructingStructure] title = "正在建造的建筑" description = "正在建造的建筑" comment = "响应'开始建造建筑'单位事件." category = TC_EVENTRESPONSE returns = unit [GetConstructedStructure] title = "完成的建筑" description = "完成的建筑" comment = "响应'完成建造建筑'单位事件." category = TC_EVENTRESPONSE returns = unit [GetEventDamageSource] title = "伤害来源" description = "伤害来源" comment = "响应'受到伤害'单位事件." category = TC_EVENTRESPONSE use_in_event = 0 returns = unit [GetDecayingUnit] title = "腐化的单位" description = "腐化的单位" comment = "响应'开始腐化'单位事件." category = TC_EVENTRESPONSE returns = unit [GetDyingUnit] title = "死亡单位" description = "死亡单位" comment = "响应'死亡'单位事件." category = TC_EVENTRESPONSE returns = unit [GetEnteringUnit] title = "进入的单位" description = "进入的单位" comment = "响应'单位进入区域'单位事件." category = TC_EVENTRESPONSE returns = unit [GetManipulatingUnit] title = "操作物品的单位" description = "操作物品的单位" comment = "响应'使用/获得/丢失物品'单位事件." category = TC_EVENTRESPONSE returns = unit [GetKillingUnitBJ] title = "凶手单位" description = "凶手单位" comment = "响应'死亡'单位事件. 如果不是被单位所杀(比如负数邪恶光环)则返回null." script_name = GetKillingUnit category = TC_EVENTRESPONSE returns = unit [GetLearningUnit] title = "学习技能的英雄" description = "学习技能的英雄" comment = "响应'学习技能'单位事件." category = TC_EVENTRESPONSE returns = unit [GetLeavingUnit] title = "离开的单位" description = "离开的单位" comment = "响应'单位离开区域'单位事件." category = TC_EVENTRESPONSE returns = unit [GetLevelingUnit] title = "升级的英雄" description = "升级的英雄" comment = "响应'提升等级'单位事件." category = TC_EVENTRESPONSE returns = unit [GetLoadedUnitBJ] title = "被装载单位" description = "被装载单位" comment = "响应'被装载'单位事件." script_name = GetLoadedUnit category = TC_EVENTRESPONSE returns = unit [GetOrderedUnit] title = "发布命令的单位" description = "发布命令的单位" comment = "响应'发布命令'单位事件." category = TC_EVENTRESPONSE returns = unit [GetChangingUnit] title = "被改变所有者的单位" description = "被改变所有者的单位" comment = "响应'改变所有者'单位事件." category = TC_EVENTRESPONSE use_in_event = 0 returns = unit [GetResearchingUnit] title = "研究科技的单位" description = "研究科技的单位" comment = "响应'开始/取消/完成科技研究'单位事件." category = TC_EVENTRESPONSE returns = unit [GetRevivableUnit] title = "可复活英雄" description = "可复活英雄" comment = "响应'变为可复活的'单位事件." category = TC_EVENTRESPONSE returns = unit [GetRevivingUnit] title = "复活英雄" description = "复活英雄" comment = "响应'开始/取消/完成复活'单位事件." category = TC_EVENTRESPONSE returns = unit [GetSellingUnit] title = "贩卖者" description = "贩卖者" comment = "响应'出售单位','出售物品'或'抵押物品'单位事件." category = TC_EVENTRESPONSE use_in_event = 0 returns = unit [GetSoldUnit] title = "被贩卖单位" description = "被贩卖单位" comment = "响应'出售单位'单位事件." category = TC_EVENTRESPONSE use_in_event = 0 returns = unit [GetSummonedUnit] title = "召唤单位" description = "召唤单位" comment = "响应'召唤单位'单位事件,指代被召唤单位." category = TC_EVENTRESPONSE returns = unit [GetSummoningUnit] title = "召唤者" description = "召唤者" comment = "响应'召唤单位'单位事件." category = TC_EVENTRESPONSE returns = unit [GetOrderTargetUnit] title = "命令发布目标" description = "命令发布目标" comment = "响应'发布指定物体目标命令'单位事件并以单位为目标时." category = TC_EVENTRESPONSE returns = unit [GetSpellTargetUnit] title = "技能施放目标" description = "技能施放目标" comment = "响应'施放技能'单位事件并以单位为目标时. 注意: 技能施放结束将无法捕获施放目标." category = TC_EVENTRESPONSE returns = unit [GetEventTargetUnit] title = "事件目标单位" description = "事件目标单位" comment = "响应'注意到/获取攻击目标'单位事件,指代目标单位." category = TC_EVENTRESPONSE returns = unit [GetTrainedUnit] title = "训练单位" description = "训练单位" comment = "响应'完成训练单位'单位事件,指代被训练单位." category = TC_EVENTRESPONSE returns = unit [GetTransportUnitBJ] title = "运输单位" description = "运输单位" comment = "响应'被装载'单位事件.指代作为载体的单位." script_name = GetTransportUnit category = TC_EVENTRESPONSE returns = unit [GetTriggerUnit] title = "触发单位" description = "触发单位" comment = "" category = TC_EVENTRESPONSE returns = unit [GetTrainedUnitType] title = "训练单位类型" description = "训练单位类型" comment = "响应'开始/取消/完成训练单位'单位事件, 指代所训练的单位类型." category = TC_EVENTRESPONSE returns = unitcode [GetIssuedOrderIdBJ] title = "发布的命令ID" description = "发布的命令ID" comment = "响应'发布命令'单位事件." script_name = GetIssuedOrderId category = TC_EVENTRESPONSE returns = ordercode [GetDyingDestructable] title = "死亡的可破坏物" description = "死亡的可破坏物" comment = "响应'可破坏物死亡'事件." category = TC_EVENTRESPONSE returns = destructable [GetOrderTargetDestructable] title = "命令发布目标(可破坏物)" description = "命令发布目标" comment = "响应'发布指定物体目标命令'单位事件并以可破坏物为目标时." category = TC_EVENTRESPONSE returns = destructable [GetSpellTargetDestructable] title = "技能施放目标(可破坏物)" description = "技能施放目标" comment = "响应'施放技能'单位事件并以可破坏物为目标时. 注意: 技能施放结束将无法捕获施放目标." category = TC_EVENTRESPONSE use_in_event = 0 returns = destructable [GetManipulatedItem] title = "被操作物品" description = "被操作物品" comment = "响应'使用/得到/丢弃物品'单位事件." category = TC_EVENTRESPONSE returns = item [GetSoldItem] title = "被售出物品" description = "被售出物品" comment = "响应'出售物品'或'抵押物品'单位事件." category = TC_EVENTRESPONSE use_in_event = 0 returns = item [GetOrderTargetItem] title = "命令发布目标" description = "命令发布目标" comment = "响应'发布指定物体目标命令'单位事件并以物品为目标时." category = TC_EVENTRESPONSE returns = item [GetSpellTargetItem] title = "技能施放目标" description = "技能施放目标" comment = "响应施放技能单位事件并以物品为目标时. 注意: 技能施放结束将无法捕获施放目标." category = TC_EVENTRESPONSE use_in_event = 0 returns = item [GetResearched] title = "被研究科技" description = "被研究科技" comment = "响应'开始/取消/完成科技研究'单位事件." category = TC_EVENTRESPONSE returns = techcode [GetSpellAbilityId] title = "施放技能" description = "施放技能" comment = "响应施放技能单位事件, 指代被施放的技能." category = TC_EVENTRESPONSE use_in_event = 0 returns = abilcode [GetLearnedSkill] title = "学习技能 [R]" description = "学习技能" comment = "响应'学习技能'单位事件, 指代被学习的技能." category = TC_EVENTRESPONSE returns = abilcode [GetLearnedSkillBJ] title = "学习技能" description = "学习技能" comment = "响应'学习技能'单位事件, 指代被学习的技能. 新函数在'技能'类别中." script_name = GetLearnedSkill category = TC_EVENTRESPONSE returns = heroskillcode [GetChangingUnitPrevOwner] title = "原所有者" description = "原所有者" comment = "响应'改变所有者'单位事件,指代单位原来的所有者." category = TC_EVENTRESPONSE use_in_event = 0 returns = player [GetTriggerPlayer] title = "触发玩家" description = "触发玩家" comment = "" category = TC_EVENTRESPONSE returns = player [GetClickedDialogBJ] title = "点击的对话框" description = "点击的对话框" comment = "响应'对话框 - 点击对话框/按钮'事件." script_name = GetClickedDialog category = TC_EVENTRESPONSE returns = dialog [GetClickedButtonBJ] title = "点击的对话框按钮" description = "点击的对话框按钮" comment = "响应'对话框 - 点击对话框/按钮'事件." script_name = GetClickedButton category = TC_EVENTRESPONSE returns = button [GetExpiredTimer] title = "到期的计时器" description = "到期的计时器" comment = "响应'时间 - 计时器到期'事件." category = TC_EVENTRESPONSE returns = timer [GetTriggeringTrackable] title = "事件响应 - 触发可追踪物 [R]" description = "事件响应 - 触发可追踪物" comment = "" category = TC_EVENTRESPONSE returns = trackable [GetRandomInt] title = "随机整数" description = "随机整数,最小值: ${Minimum} 最大值: ${Maximum}" comment = "" category = TC_MATH returns = integer [[.args]] type = integer default = "1" [[.args]] type = integer default = "10" [IMinBJ] title = "取较小值" description = "取(${整数1}, ${整数2})中较小值" comment = "" category = TC_MATH returns = integer [[.args]] type = integer [[.args]] type = integer [IMaxBJ] title = "取较大值" description = "取(${整数1}, ${整数2})中较大值" comment = "" category = TC_MATH returns = integer [[.args]] type = integer [[.args]] type = integer [IAbsBJ] title = "绝对值" description = "${整数} 的绝对值" comment = "" category = TC_MATH returns = integer [[.args]] type = integer [ISignBJ] title = "符号标志" description = "${整数} 的符号标志" comment = "负数为-1. 非负数为1." category = TC_MATH returns = integer [[.args]] type = integer [StringHash] title = "获取字符串的哈希值" description = "(${String})的哈希值" comment = "获取一个对应该字符串的密钥,不同的字符串的密钥基本不可能相同,也很难找到两个不同的字符串他们有着相同的密钥。可以用于制作密码等功能。" category = TC_MATH returns = integer [[.args]] type = string [ModuloInteger] title = "模" description = "${被除数} mod ${除数}" comment = "取模计算,例: 13 mod 5 = 3." category = TC_MATH returns = integer [[.args]] type = integer [[.args]] type = integer [GetRandomReal] title = "随机实数" description = "随机实数,最小值: ${Minimum} 最大值: ${Maximum}" comment = "" category = TC_MATH returns = real [[.args]] type = real default = "0" [[.args]] type = real default = "1" [GetRandomDirectionDeg] title = "随机角度" description = "随机角度" comment = "0-360的随机角度." category = TC_MATH returns = degree [GetRandomPercentageBJ] title = "随机百分数" description = "随机百分数" comment = "0-100的随机实数." category = TC_MATH returns = real [DistanceBetweenPoints] title = "两点间距" description = "${点} 和 ${点} 之间的距离" comment = "" category = TC_MATH returns = real [[.args]] type = location [[.args]] type = location [AngleBetweenPoints] title = "两点间方向" description = "${点} 到 ${点} 的角度" comment = "取值-180 - 180." category = TC_MATH returns = degree [[.args]] type = location [[.args]] type = location [RMinBJ] title = "取较小值" description = "取(${实数1}, ${实数2})中较小值" comment = "" category = TC_MATH returns = real [[.args]] type = real [[.args]] type = real [RMaxBJ] title = "取较大值" description = "取(${实数1}, ${实数2})中较大值" comment = "" category = TC_MATH returns = real [[.args]] type = real [[.args]] type = real [RAbsBJ] title = "绝对值" description = "${实数} 的绝对值" comment = "" category = TC_MATH returns = real [[.args]] type = real [RSignBJ] title = "符号标志" description = "${实数} 的符号标志" comment = "负数为-1. 非负数为1." category = TC_MATH returns = real [[.args]] type = real [ModuloReal] title = "模" description = "${被除数} mod ${除数}" comment = "取模计算,例: 9.0 mod 2.5 = 1.5." category = TC_MATH returns = real [[.args]] type = real [[.args]] type = real [Pow] title = "幂运算" description = "${实数} 的 ${实数} 次幂" comment = "" category = TC_MATH returns = real [[.args]] type = real [[.args]] type = real [SquareRoot] title = "平方根" description = "${实数} 的平方根" comment = "" category = TC_MATH returns = real [[.args]] type = real min = 0 [SinBJ] title = "正弦(角度)" description = "Sin(${Angle})" comment = "采用角度制计算." category = TC_MATH returns = real [[.args]] type = degree default = "GetUnitFacing" [CosBJ] title = "余弦(角度)" description = "Cos(${Angle})" comment = "采用角度制计算." category = TC_MATH returns = real [[.args]] type = degree default = "GetUnitFacing" [TanBJ] title = "正切(角度)" description = "Tan(${Angle})" comment = "采用角度制计算." category = TC_MATH returns = real [[.args]] type = degree default = "GetUnitFacing" [AsinBJ] title = "反正弦(角度)" description = "Asin(${数值})" comment = "采用角度制计算. 返回角度取值-90 — 90." category = TC_MATH returns = degree [[.args]] type = real min = -1 max = 1 [AcosBJ] title = "反余弦(角度)" description = "Acos(${数值})" comment = "采用角度制计算. 返回角度取值0 — 180." category = TC_MATH returns = degree [[.args]] type = real min = -1 max = 1 [AtanBJ] title = "反正切(角度)" description = "Atan(${数值})" comment = "采用角度制计算. 返回角度取值-90 — 90." category = TC_MATH returns = degree [[.args]] type = real [Atan2BJ] title = "反正切(角度)(Y:X)" description = "Atan(${Y} : ${X})" comment = "采用角度制计算. 返回角度取值-90 — 90." category = TC_MATH returns = degree [[.args]] type = real [[.args]] type = real [Sin] title = "正弦(弧度) [R]" description = "Sin(${Angle})" comment = "采用弧度制计算. " category = TC_MATH returns = real [[.args]] type = radian default = "bj_PI" [Cos] title = "余弦(弧度) [R]" description = "Cos(${Angle})" comment = "采用弧度制计算. " category = TC_MATH returns = real [[.args]] type = radian default = "bj_PI" [Tan] title = "正切(弧度) [R]" description = "Tan(${Angle})" comment = "采用弧度制计算. " category = TC_MATH returns = real [[.args]] type = radian default = "bj_PI" [Asin] title = "反正弦(弧度) [R]" description = "Asin(${数值})" comment = "采用弧度制计算. 返回弧度取值-π/2 — π/2. " category = TC_MATH returns = radian [[.args]] type = real default = "0" min = -1 max = 1 [Acos] title = "反余弦(弧度) [R]" description = "Acos(${数值})" comment = "采用弧度制计算. 返回弧度取值0 — π. " category = TC_MATH returns = radian [[.args]] type = real default = "0" min = -1 max = 1 [Atan] title = "反正切(弧度) [R]" description = "Atan(${数值})" comment = "采用弧度制计算. 返回弧度取值-π/2 — π/2. " category = TC_MATH returns = radian [[.args]] type = real default = "0" [Atan2] title = "反正切(Y:X)(弧度) [R]" description = "Atan(${Y} : ${X})" comment = "采用弧度制计算. 返回弧度取值-π/2 — π/2. " category = TC_MATH returns = radian [[.args]] type = real [[.args]] type = real [YDWELogarithmLg] title = "对数函数(10为底)" description = "Lg(${x})" comment = "10^n=x,那么lg(x)=n,如lg(100)=2;鸣谢zyl910" category = TC_MATH returns = real [[.args]] type = real min = 0.01 [YDWELogarithmLn] title = "对数函数(e为底)" description = "Ln(${x})" comment = "e^n=x,那么ln(x)=n,e即自然对数,约等于2.718281828;鸣谢zyl910" category = TC_MATH returns = real [[.args]] type = real min = 0.01 [YDWELogarithmLog] title = "对数函数(任意底)" description = "Log(${a})(${b})" comment = "a^n=b,那么log(a)(b)=n,如log(2)(4)=2;鸣谢zyl910" category = TC_MATH returns = real [[.args]] type = real min = 0.01 [[.args]] type = real min = 0.01 [GetLastTransmissionDurationBJ] title = "最后发言长度" description = "最后发言长度" comment = "最后一次使用'电影 - 播送单位消息'动作的单位发言时间." category = TC_CINEMATIC returns = real [TimerGetElapsed] title = "逝去时间" description = "${计时器} 的逝去时间" comment = "" category = TC_TIMER returns = real [[.args]] type = timer [TimerGetRemaining] title = "剩余时间" description = "${计时器} 的剩余时间" comment = "" category = TC_TIMER returns = real [[.args]] type = timer [TimerGetTimeout] title = "设置时间" description = "${计时器} 设置的时间" comment = "" category = TC_TIMER returns = real [[.args]] type = timer [CreateTimerDialog] title = "新建计时器窗口 [R]" description = "为 ${计时器} 新建计时窗口" comment = "为一个计时器创建一个新建计时器窗口." category = TC_TIMER returns = timerdialog [[.args]] type = timer [CameraSetupGetField] title = "镜头属性(指定镜头) [R]" description = "${镜头} 的 ${Camera Field}" comment = "" category = TC_CAMERA returns = real [[.args]] type = camerasetup [[.args]] type = camerafield default = "CameraFieldTargetDistance" [CameraSetupGetFieldSwap] title = "镜头属性(指定镜头)" description = "${Camera Field} 对 ${镜头}" comment = "" category = TC_CAMERA returns = real [[.args]] type = camerafield default = "CameraFieldTargetDistance" [[.args]] type = camerasetup [GetCameraField] title = "镜头属性(当前镜头)" description = "当前镜头的 ${Camera Field}" comment = "注意:该函数对各玩家返回值不同,请确定你知道自己在做什么,否则很容易引起掉线." category = TC_CAMERA returns = real [[.args]] type = camerafield default = "CameraFieldTargetDistance" [GetCameraTargetPositionX] title = "当前镜头目标X坐标" description = "当前镜头目标X坐标" comment = "注意:该函数对各玩家返回值不同,请确定你知道自己在做什么,否则很容易引起掉线." category = TC_CAMERA returns = real [GetCameraTargetPositionY] title = "当前镜头目标Y坐标" description = "当前镜头目标Y坐标" comment = "注意:该函数对各玩家返回值不同,请确定你知道自己在做什么,否则很容易引起掉线." category = TC_CAMERA returns = real [GetCameraTargetPositionZ] title = "当前镜头目标Z坐标" description = "当前镜头目标Z坐标" comment = "注意:该函数对各玩家返回值不同,请确定你知道自己在做什么,否则很容易引起掉线." category = TC_CAMERA returns = real [GetCameraEyePositionX] title = "当前镜头源X坐标" description = "当前镜头源X坐标" comment = "注意:该函数对各玩家返回值不同,请确定你知道自己在做什么,否则很容易引起掉线." category = TC_CAMERA returns = real [GetCameraEyePositionY] title = "当前镜头源Y坐标" description = "当前镜头源Y坐标" comment = "注意:该函数对各玩家返回值不同,请确定你知道自己在做什么,否则很容易引起掉线." category = TC_CAMERA returns = real [GetCameraEyePositionZ] title = "当前镜头源Z坐标" description = "当前镜头源Z坐标" comment = "注意:该函数对各玩家返回值不同,请确定你知道自己在做什么,否则很容易引起掉线." category = TC_CAMERA returns = real [CameraSetupGetDestPositionLoc] title = "镜头目标点" description = "${镜头} 的目标点" comment = "会创建点." category = TC_CAMERA returns = location [[.args]] type = camerasetup [GetCameraTargetPositionLoc] title = "当前镜头目标点" description = "当前镜头目标点" comment = "会创建点. 注意:该函数对各玩家返回值不同,请确定你知道自己在做什么,否则很容易引起掉线." category = TC_CAMERA returns = location [GetCameraEyePositionLoc] title = "当前镜头源位置" description = "当前镜头源位置" comment = "会创建点. 注意:该函数对各玩家返回值不同,请确定你知道自己在做什么,否则很容易引起掉线." category = TC_CAMERA returns = location [GetLightningColorRBJ] title = "红颜色值" description = "${Lightning} 的红颜色值" comment = "取值范围0-1. 可使用'闪电效果 - 改变颜色'动作来改变颜色值." script_name = GetLightningColorR category = TC_LIGHTNING use_in_event = 0 returns = real [[.args]] type = lightning default = "GetLastCreatedLightningBJ" [GetLightningColorGBJ] title = "绿颜色值" description = "${Lightning} 的绿颜色值" comment = "取值范围0-1. 可使用'闪电效果 - 改变颜色'动作来改变颜色值." script_name = GetLightningColorG category = TC_LIGHTNING use_in_event = 0 returns = real [[.args]] type = lightning default = "GetLastCreatedLightningBJ" [GetLightningColorBBJ] title = "蓝颜色值" description = "${Lightning} 的蓝颜色值" comment = "取值范围0-1. 可使用'闪电效果 - 改变颜色'动作来改变颜色值." script_name = GetLightningColorB category = TC_LIGHTNING use_in_event = 0 returns = real [[.args]] type = lightning default = "GetLastCreatedLightningBJ" [GetLightningColorABJ] title = "Alpha通道值" description = "${Lightning} 的Alpha通道值" comment = "取值范围0-1. Alpha通道值为0是完全透明的. 可使用'闪电效果 - 改变颜色'动作来改变Alpha通道值." script_name = GetLightningColorA category = TC_LIGHTNING use_in_event = 0 returns = real [[.args]] type = lightning default = "GetLastCreatedLightningBJ" [AddLightning] title = "新建闪电效果 [R]" description = "新建闪电效果: ${闪电效果} (${Boolean}检查可见性) 起始点:(${X},${Y}) 终结点:(${X},${Y})" comment = "会创建闪电效果. 允许检查可见性则在起始点和终结点都不可见时将不创建闪电效果." category = TC_LIGHTNING returns = lightning [[.args]] type = lightningtype default = "LightningTypeCLPB" [[.args]] type = allowdontoption default = "AllowDontDont" [[.args]] type = real default = "0" [[.args]] type = real default = "0" [[.args]] type = real default = "0" [[.args]] type = real default = "0" [AddLightningEx] title = "新建闪电效果(指定Z轴) [R]" description = "新建闪电效果: ${闪电效果} (${Boolean}检查可见性) 起始点:(${X},${Y},${Z}) 终结点:(${X},${Y},${Z})" comment = "会创建闪电效果. 允许检查可见性则在起始点和终结点都不可见时将不创建闪电效果." category = TC_LIGHTNING returns = lightning [[.args]] type = lightningtype default = "LightningTypeCLPB" [[.args]] type = allowdontoption default = "AllowDontDont" [[.args]] type = real default = "0" [[.args]] type = real default = "0" [[.args]] type = real default = "0" [[.args]] type = real default = "0" [[.args]] type = real default = "0" [[.args]] type = real default = "0" [GetSoundDurationBJ] title = "音效长度" description = "${音效} 的长度" comment = "单位为秒." category = TC_SOUND returns = real [[.args]] type = sound default = "GetLastPlayedSound" [GetSoundFileDurationBJ] title = "音乐长度" description = "${音乐} 的长度" comment = "单位为秒." category = TC_SOUND returns = real [[.args]] type = musicfile default = "GetLastPlayedMusic" [GetLastCreatedUnit] title = "最后创建的单位" description = "最后创建的单位" comment = "最后一个使用'单位 - 创建'动作创建的单位." category = TC_LAST returns = unit [GetLastRestoredUnitBJ] title = "最后读取的单位" description = "最后读取的单位" comment = "最后一个使用'游戏缓存 - 读取单位'动作创建的单位." category = TC_LAST returns = unit [GetLastReplacedUnitBJ] title = "最后替换的单位" description = "最后替换的单位" comment = "最后一个使用'单位 - 替换'替换的单位." category = TC_LAST returns = unit [GetLastHauntedGoldMine] title = "最后创建的不死族金矿" description = "最后创建的不死族金矿" comment = "最后一个使用'中立建筑 - 创建不死族金矿'创建的不死族金矿." category = TC_LAST returns = unit [YDWEGetLastUnitPool] title = "最后创建的单位池 [YDWE]" description = "最后创建的单位池" comment = "该单位池必须是由YDWE提供的<创建单位池>动作生成,不然无法获取。" category = TC_LAST use_in_event = 0 returns = unitpool [GetLastCreatedDestructable] title = "最后创建的可破坏物" description = "最后创建的可破坏物" comment = "最后一个使用 '可破坏物 - 创建'动作创建的可破坏物." category = TC_LAST returns = destructable [GetLastCreatedItem] title = "最后创建的物品" description = "最后创建的物品" comment = "最后一个使用'物品 - 创建'或'英雄 - 创建物品给英雄'动作创建的物品." category = TC_LAST returns = item [GetLastRemovedItem] title = "最后丢弃的物品" description = "最后丢弃的物品" comment = "最后一个使用'英雄 - 丢弃物品'动作丢弃的物品." category = TC_LAST returns = item [GetLastMovedItemInItemSlot] title = "最后在物品栏中移动的物品 [YDWE]" description = "最后在物品栏中移动的物品" comment = "最后一个单位在物品栏中移动的物品" category = TC_LAST returns = item [GetLastCombinedItem] title = "最后被合成的物品 [YDWE]" description = "最后被合成的物品" comment = "最后由物品合成系统合成的物品" category = TC_LAST returns = item [GetLastCreatedGroup] title = "最后创建的单位组" description = "最后创建的单位组" comment = "最后一批通过'单位 - 创建'动作创建的单位." category = TC_LAST returns = group [GetLastCreatedFogModifier] title = "最后创建的可见度修正器" description = "最后创建的可见度修正器" comment = "最后一个由'可见度 - 创建可见度修正器'动作创建的可见度修正器." category = TC_LAST returns = fogmodifier [GetLastCreatedEffectBJ] title = "最后创建的特效" description = "最后创建的特效" comment = "最后一个使用'特殊效果 - 创建特效'动作创建的效果." category = TC_LAST returns = effect [GetLastCreatedLightningBJ] title = "最后创建的闪电效果" description = "最后创建的闪电效果" comment = "最后一个使用'闪电效果 - 创建'动作创建的闪电效果." category = TC_LAST use_in_event = 0 returns = lightning [GetLastCreatedImage] title = "最后创建的图像" description = "最后创建的图像" comment = "最后一个使用'图像 - 创建'动作创建的图像." category = TC_LAST use_in_event = 0 returns = image [GetLastCreatedUbersplat] title = "最后创建的地面纹理变化" description = "最后创建的地面纹理变化" comment = "最后一个使用'地面纹理 - 创建'动作创建的纹理变化." category = TC_LAST use_in_event = 0 returns = ubersplat [GetLastCreatedWeatherEffect] title = "最后创建的天气效果" description = "最后创建的天气效果" comment = "最后一个使用'环境 - 创建天气效果'动作创建的天气效果." category = TC_LAST returns = weathereffect [GetLastCreatedTerrainDeformation] title = "最后创建的地形变化" description = "最后创建的地形变化" comment = "最后一个由'环境 - 创建地形变化'动作创建的地形变化." category = TC_LAST use_in_event = 0 returns = terraindeformation [GetLastPlayedSound] title = "最后播放的音效" description = "最后播放的音效" comment = "最后一个由'声音 - 播放音效'或'电影 - 播放单位消息'动作播放的音效." category = TC_LAST returns = sound [GetLastPlayedMusic] title = "最后播放的音乐" description = "最后播放的音乐" comment = "最后一个由'声音 - 播放音乐'动作播放的音乐." category = TC_LAST returns = musicfile [GetLastCreatedQuestBJ] title = "最后创建的任务" description = "最后创建的任务" comment = "最后一个由'任务 - 创建任务'动作创建的任务." category = TC_LAST returns = quest [GetLastCreatedQuestItemBJ] title = "最后创建的任务项目" description = "最后创建的任务项目" comment = "最后一个由'任务 - 创建任务项目'动作创建的任务项目." category = TC_LAST returns = questitem [GetLastCreatedDefeatConditionBJ] title = "最后创建的失败条件" description = "最后创建的失败条件" comment = "最后一个由'任务 - 创建失败条件'动作创建的失败条件." category = TC_LAST returns = defeatcondition [GetLastCreatedButtonBJ] title = "最后创建的对话框按钮" description = "最后创建的对话框按钮" comment = "最后一个由'对话框 - 创建对话框按钮'动作创建的对话框按钮." category = TC_LAST returns = button [GetLastCreatedLeaderboard] title = "最后创建的排行榜" description = "最后创建的排行榜" comment = "最后一个由'排行榜 - 创建排行榜'动作创建的排行榜." category = TC_LAST returns = leaderboard [GetLastCreatedMultiboard] title = "最后创建的多面板" description = "最后创建的多面板" comment = "最后一个由'多面板 - 创建多面板'动作创建的多面板." category = TC_LAST use_in_event = 0 returns = multiboard [GetLastCreatedTimerBJ] title = "最后启用的计时器" description = "最后启用的计时器" comment = "最后一个由'计时器 - 启用计时器'动作启用的计时器." category = TC_LAST returns = timer [GetLastCreatedTimerDialogBJ] title = "最后创建的计时器窗口" description = "最后创建的计时器窗口" comment = "最后一个由'计时器 - 创建计时器窗口'动作创建的计时器窗口." category = TC_LAST returns = timerdialog [GetLastCreatedGameCacheBJ] title = "最后创建的游戏缓存" description = "最后创建的游戏缓存" comment = "最后一个由'游戏缓存 - 创建缓存'动作创建的缓存." category = TC_LAST returns = gamecache [GetLastCreatedHashtableBJ] title = "最后创建的哈希表" description = "最后创建的哈希表" comment = "能得到通过 '哈希表 - 新建哈希表' 最后一次创建的哈希表" category = TC_LAST returns = hashtable [LoadHashtableHandle] title = "<1.24> 从哈希表提取哈希表 [C]" description = "在 ${Hashtable} 的主索引 ${Value} 子索引 ${Value} 内提取哈希表" comment = "如果不存在则返回空" category = TC_LAST returns = hashtable [[.args]] type = hashtable default = "GetLastCreatedHashtableBJ" [[.args]] type = integer [[.args]] type = integer [GetLastCreatedTextTag] title = "最后创建的漂浮文字" description = "最后创建的漂浮文字" comment = "最后一个由'漂浮文字 - 创建漂浮文字'动作创建的漂浮文字." category = TC_LAST use_in_event = 0 returns = texttag [YDWECinSActor] title = "演员单位" description = "电影系统里编号为(${整数})的演员" comment = "获取Script System电影系统中的演员单位。" category = TC_SCRIPTSET returns = unit [[.args]] type = integer default = "1" min = 1 [PlaceRandomUnit] title = "选择放置单位 [R]" description = "从 ${单位池} 中为 ${玩家} 任意选择一个单位并放置到点( ${X} , ${Y} ) 面向 ${度}" comment = "从单位池中随机选取一个单位类型." category = TC_UNITPOOL returns = unit [[.args]] type = unitpool [[.args]] type = player default = "Player00" [[.args]] type = real default = "0" [[.args]] type = real default = "0" [[.args]] type = degree default = "0" [YDWEGetLastPoolAbstractedUnit] title = "最后从单位池里取出的单位" description = "最后从单位池里取出的单位" comment = "该单位必须是由YDWE提供的<选择放置单位>动作生成,不然无法获取。" category = TC_UNITPOOL returns = unit [PlaceRandomItem] title = "选择放置物品 [R]" description = "从 ${物品池} 中任意选择一个物品并放置到( ${X} , ${Y} )点" comment = "" category = TC_ITEMPOOL returns = item [[.args]] type = itempool [[.args]] type = real default = "0" [[.args]] type = real default = "0" [DialogCreate] title = "新建对话框 [R]" description = "新建对话框" comment = "创建新的对话框." category = TC_DIALOG returns = dialog [YDWEGetUnitID] title = "获取 单位 的整数地址" description = "获取 ${单位} 的整数地址" comment = "可以把一个单位转成整数,方便存入缓存或Hash表。" category = TC_YDID returns = integer [[.args]] type = unit default = "GetTriggerUnit" [YDWEGetPlayerID] title = "获取 玩家 的整数地址" description = "获取 ${玩家} 的整数地址" comment = "可以把一个玩家转成整数,方便存入缓存或Hash表。" category = TC_YDID returns = integer [[.args]] type = player default = "GetTriggerPlayer" [YDWEGetItemID] title = "获取 物品 的整数地址" description = "获取 ${物品} 的整数地址" comment = "可以把一个物品转成整数,方便存入缓存或Hash表。" category = TC_YDID returns = integer [[.args]] type = item default = "GetManipulatedItem" [YDWEGetTimerID] title = "获取 计时器 的整数地址" description = "获取 ${计时器} 的整数地址" comment = "可以把一个计时器转成整数,方便存入缓存或Hash表。" category = TC_YDID returns = integer [[.args]] type = timer default = "GetLastCreatedTimerBJ" [YDWEGetTriggerID] title = "获取 触发器 的整数地址" description = "获取 ${触发器} 的整数地址" comment = "可以把一个触发器转成整数,方便存入缓存或Hash表。" category = TC_YDID returns = integer [[.args]] type = trigger default = "GetTriggeringTrigger" [YDWEGetGroupID] title = "获取 单位组 的整数地址" description = "获取 ${单位组} 的整数地址" comment = "可以把一个单位组转成整数,方便存入缓存或Hash表。" category = TC_YDID returns = integer [[.args]] type = group default = "GetLastCreatedGroup" [YDWEGetLocationID] title = "获取 点 的整数地址" description = "获取 ${点} 的整数地址" comment = "可以把一个点转成整数,方便存入缓存或Hash表。" category = TC_YDID returns = integer [[.args]] type = location [YDWEGetUnitTypeID] title = "获取 单位类型 的整数地址" description = "获取 ${单位类型} 的整数地址" comment = "可以把一个单位类型转成整数,方便存入缓存或Hash表。" category = TC_YDID returns = integer [[.args]] type = unitcode default = "hfoo" [YDWEGetAbilityTypeID] title = "获取 技能类型 的整数地址" description = "获取 ${技能类型} 的整数地址" comment = "可以把一个技能类型转成整数,方便存入缓存或Hash表。" category = TC_YDID returns = integer [[.args]] type = abilcode default = "Aloc" [YDWEGetItemTypeID] title = "获取 物品类型 的整数地址" description = "获取 ${物品类型} 的整数地址" comment = "可以把一个物品类型转成整数,方便存入缓存或Hash表。" category = TC_YDID returns = integer [[.args]] type = itemcode default = "spsh" [YDWEGetMultiboardID] title = "获取 多面板 的整数地址" description = "获取 ${多面板} 的整数地址" comment = "可以把一个多面板转成整数,方便存入缓存或Hash表。" category = TC_YDID returns = integer [[.args]] type = multiboard default = "GetLastCreatedMultiboard" [YDWEGetMultiboardItemID] title = "获取 多面板项目 的整数地址" description = "获取 ${多面板项目} 的整数地址" comment = "可以把一个多面板项目转成整数,方便存入缓存或Hash表。" category = TC_YDID returns = integer [[.args]] type = multiboarditem [YDWEGetTextTagID] title = "获取 漂浮文字 的整数地址" description = "获取 ${漂浮文字} 的整数地址" comment = "可以把一个漂浮文字转成整数,方便存入缓存或Hash表。" category = TC_YDID returns = integer [[.args]] type = texttag default = "GetLastCreatedTextTag" [YDWEGetLightningID] title = "获取 闪电 的整数地址" description = "获取 ${闪电} 的整数地址" comment = "可以把一个闪电成转整数,方便存入缓存或Hash表。" category = TC_YDID returns = integer [[.args]] type = lightning default = "bj_lastCreatedLightning" [YDWEGetRegionID] title = "获取 区域 的整数地址" description = "获取 ${区域} 的整数地址" comment = "可以把一个区域转成整数,方便存入缓存或Hash表。" category = TC_YDID returns = integer [[.args]] type = region default = "GetTriggeringRegion" [YDWEGetRectID] title = "获取 地区 的整数地址" description = "获取 ${地区} 的整数地址" comment = "可以把一个地区转成整数,方便存入缓存或Hash表。" category = TC_YDID returns = integer [[.args]] type = rect default = "GetPlayableMapRect" [YDWEGetLeaderboardID] title = "获取 排行榜 的整数地址" description = "获取 ${排行榜} 的整数地址" comment = "可以把一个排行榜转成整数,方便存入缓存或Hash表。" category = TC_YDID returns = integer [[.args]] type = leaderboard default = "DestroyLeaderboard" [YDWEGetEffectID] title = "获取 特效 的整数地址" description = "获取 ${特效} 的整数地址" comment = "可以把一个特效转成整数,方便存入缓存或Hash表。" category = TC_YDID returns = integer [[.args]] type = effect default = "GetLastCreatedEffectBJ" [YDWEGetDestructableID] title = "获取 可破坏物 的整数地址" description = "获取 ${可破坏物} 的整数地址" comment = "可以把一个可破坏物转成整数,方便存入缓存或Hash表。" category = TC_YDID returns = integer [[.args]] type = destructable default = "GetLastCreatedDestructable" [YDWEGetTriggerConditionID] title = "获取 触发器条件 的整数地址" description = "获取 ${触发器条件} 的整数地址" comment = "可以把一个触发器条件转成整数,方便存入缓存或Hash表。" category = TC_YDID returns = integer [[.args]] type = triggercondition [YDWEGetTriggerActionID] title = "获取 触发器动作 的整数地址" description = "获取 ${触发器动作} 的整数地址" comment = "可以把一个触发器动作转成整数,方便存入缓存或Hash表。" category = TC_YDID returns = integer [[.args]] type = triggeraction [YDWEGetTriggerEventID] title = "获取 事件 的整数地址" description = "获取 ${事件} 的整数地址" comment = "可以把一个事件转成整数,方便存入缓存或Hash表。" category = TC_YDID returns = integer [[.args]] type = event [YDWEGetForceID] title = "获取 势力 的整数地址" description = "获取 ${势力} 的整数地址" comment = "可以把一个势力转成整数,方便存入缓存或Hash表。" category = TC_YDID returns = integer [[.args]] type = force [YDWEGetBoolexprID] title = "获取 布尔表达式 的整数地址" description = "获取 ${布尔表达式} 的整数地址" comment = "可以把一个布尔表达式转成整数,方便存入缓存或Hash表。" category = TC_YDID returns = integer [[.args]] type = boolexpr [GetStoredBooleanBJ] title = "读取布尔值" description = "从游戏缓存读取布尔值,名称: ${文字} 类别: ${Category} 缓存: ${Game Cache}" comment = "原版UI,英文的语序的关系,为了使UI读起来更流畅,添加了一层封装,但这对中文来说就是画蛇添足了" category = TC_YDHIDE returns = boolean [[.args]] type = string [[.args]] type = string default = "\"Category\"" [[.args]] type = gamecache default = "GetLastCreatedGameCacheBJ" [GetStoredIntegerBJ] title = "缓存读取整数" description = "从游戏缓存读取整数,名称: ${文字} 类别: ${Category} 缓存: ${Game Cache}" comment = "原版UI,英文的语序的关系,为了使UI读起来更流畅,添加了一层封装,但这对中文来说就是画蛇添足了" category = TC_YDHIDE returns = integer [[.args]] type = string [[.args]] type = string default = "\"Category\"" [[.args]] type = gamecache default = "GetLastCreatedGameCacheBJ" [GetStoredRealBJ] title = "缓存读取实数" description = "从游戏缓存读取实数,名称: ${文字} 类别: ${Category} 缓存: ${Game Cache}" comment = "原版UI,英文的语序的关系,为了使UI读起来更流畅,添加了一层封装,但这对中文来说就是画蛇添足了" category = TC_YDHIDE returns = real [[.args]] type = string [[.args]] type = string default = "\"Category\"" [[.args]] type = gamecache default = "GetLastCreatedGameCacheBJ" [GetStoredStringBJ] title = "读取字符串" description = "从游戏缓存读取字符串,名称: ${文字} 类别: ${Category} 缓存: ${Game Cache}" comment = "原版UI,英文的语序的关系,为了使UI读起来更流畅,添加了一层封装,但这对中文来说就是画蛇添足了" category = TC_YDHIDE use_in_event = 0 returns = string [[.args]] type = string [[.args]] type = string default = "\"Category\"" [[.args]] type = gamecache default = "GetLastCreatedGameCacheBJ" [YDWEConvert] title = "命令ID" description = "${ID}" comment = "" category = TC_CONVERSION returns = ordercode [[.args]] type = integer [YDWEAbilityId2OrderId] title = "技能的命令ID [New!]" description = "${技能} 的 ${类型}" comment = "技能ID一定要用常量" category = TC_CONVERSION returns = ordercode [[.args]] type = abilcode default = 'AHbz' [[.args]] type = OrderType default = OrderTypeOrder [YDWEUOrderId2OrderId] title = "单位目标命令" description = "${命令}" comment = "" category = TC_CONVERSION returns = ordercode [[.args]] type = ordercodeutarg [YDWEPOrderId2OrderId] title = "点目标命令" description = "${命令}" comment = "" category = TC_CONVERSION returns = ordercode [[.args]] type = ordercodeptarg [YDWEDOrderId2OrderId] title = "可破坏物目标命令" description = "${命令}" comment = "" category = TC_CONVERSION returns = ordercode [[.args]] type = ordercodedtarg [YDWEIOrderId2OrderId] title = "物品目标命令" description = "${命令}" comment = "" category = TC_CONVERSION returns = ordercode [[.args]] type = ordercodeitarg [YDWENOrderId2OrderId] title = "无目标命令" description = "${命令}" comment = "" category = TC_CONVERSION returns = ordercode [[.args]] type = ordercodenotarg